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crystall-punk-14/Content.Server/Ninja/Systems/SpiderChargeSystem.cs

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using Content.Server.Explosion.EntitySystems;
using Content.Server.Mind;
using Content.Server.Objectives.Components;
using Content.Server.Popups;
using Content.Server.Roles;
using Content.Shared.Ninja.Components;
item toggling giga rework + full ninja refactor (#28039) * item toggle refactoring and some new systems * add ToggleClothing component/system * unhardcode magboots gravity logic * make magboots and speedboots use ItemToggle and stuff * remove now useless clothing components * update client/server magboots systems * add note to use ItemToggledEvent in ToggleActionEvent doc * refactor PowerCellDraw to use ItemToggle for ui open/close control * add TryUseCharges, refactor charges system * update magboot trigger code * make borg use ItemToggle, network SelectedModule instead of now removed Activated * add AccessToggle for borg * the giga ninja refactor * update ninja yml * update ItemToggle usage for some stuff * fix activatableui requires power * random fixing * yaml fixing * nuke ItemToggleDisarmMalus * make defib use ItemToggle * make things that use power not turn on if missing use charge * pro * fix sound prediction * bruh * proximity detector use ItemToggle * oop * big idiot syndrome * fix ninja spawn rule and make it generic * fix ninja spawn rule yml * move loading profiles into AntagLoadProfileRule * more ninja refactor * ninja yml fixes * the dreaded copy paste ops * remove useless NinjaRuleComponent and ue AntagSelection for greeting * fix invisibility * move IsCompleted to SharedObjectivesSystem * ability fixes * oop fix powercell instantly draining itself * sentient speedboots gaming * make reflect use ItemToggle * fix other test * loadprofilerule moved into its own pr * remove conflict with dragon refactor * remove all GenericAntag code from ninja * ) * probably * remove old enabled * great language bravo vince * GREAT LANGUAGE * who made this language * because it stinks * reparent blood-red magboots to magboots probbbly works * most of the review stuff * hasGrav doesnt mean what i thought it did * make health analyzer use itemtoggle, not fail test * fix mag/speed boots being wacky * UNTROLL * add ItemToggle to the random health analyzers * a * remove unused obsolete borg func * untrolling * :trollface: * fix test * fix * g * untroll --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
2024-07-11 05:55:56 +00:00
using Content.Shared.Ninja.Systems;
using Content.Shared.Roles;
using Content.Shared.Sticky;
namespace Content.Server.Ninja.Systems;
/// <summary>
/// Prevents planting a spider charge outside of its location and handles greentext.
/// </summary>
item toggling giga rework + full ninja refactor (#28039) * item toggle refactoring and some new systems * add ToggleClothing component/system * unhardcode magboots gravity logic * make magboots and speedboots use ItemToggle and stuff * remove now useless clothing components * update client/server magboots systems * add note to use ItemToggledEvent in ToggleActionEvent doc * refactor PowerCellDraw to use ItemToggle for ui open/close control * add TryUseCharges, refactor charges system * update magboot trigger code * make borg use ItemToggle, network SelectedModule instead of now removed Activated * add AccessToggle for borg * the giga ninja refactor * update ninja yml * update ItemToggle usage for some stuff * fix activatableui requires power * random fixing * yaml fixing * nuke ItemToggleDisarmMalus * make defib use ItemToggle * make things that use power not turn on if missing use charge * pro * fix sound prediction * bruh * proximity detector use ItemToggle * oop * big idiot syndrome * fix ninja spawn rule and make it generic * fix ninja spawn rule yml * move loading profiles into AntagLoadProfileRule * more ninja refactor * ninja yml fixes * the dreaded copy paste ops * remove useless NinjaRuleComponent and ue AntagSelection for greeting * fix invisibility * move IsCompleted to SharedObjectivesSystem * ability fixes * oop fix powercell instantly draining itself * sentient speedboots gaming * make reflect use ItemToggle * fix other test * loadprofilerule moved into its own pr * remove conflict with dragon refactor * remove all GenericAntag code from ninja * ) * probably * remove old enabled * great language bravo vince * GREAT LANGUAGE * who made this language * because it stinks * reparent blood-red magboots to magboots probbbly works * most of the review stuff * hasGrav doesnt mean what i thought it did * make health analyzer use itemtoggle, not fail test * fix mag/speed boots being wacky * UNTROLL * add ItemToggle to the random health analyzers * a * remove unused obsolete borg func * untrolling * :trollface: * fix test * fix * g * untroll --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
2024-07-11 05:55:56 +00:00
public sealed class SpiderChargeSystem : SharedSpiderChargeSystem
{
[Dependency] private readonly MindSystem _mind = default!;
[Dependency] private readonly PopupSystem _popup = default!;
[Dependency] private readonly SharedRoleSystem _role = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly SpaceNinjaSystem _ninja = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SpiderChargeComponent, AttemptEntityStickEvent>(OnAttemptStick);
SubscribeLocalEvent<SpiderChargeComponent, EntityStuckEvent>(OnStuck);
SubscribeLocalEvent<SpiderChargeComponent, TriggerEvent>(OnExplode);
}
/// <summary>
/// Require that the planter is a ninja and the charge is near the target warp point.
/// </summary>
private void OnAttemptStick(EntityUid uid, SpiderChargeComponent comp, ref AttemptEntityStickEvent args)
{
if (args.Cancelled)
return;
var user = args.User;
if (!_mind.TryGetMind(args.User, out var mind, out _))
return;
if (!_role.MindHasRole<NinjaRoleComponent>(mind))
{
_popup.PopupEntity(Loc.GetString("spider-charge-not-ninja"), user, user);
args.Cancelled = true;
return;
}
// allow planting anywhere if there is no target, which should never happen
if (!_mind.TryGetObjectiveComp<SpiderChargeConditionComponent>(user, out var obj) || obj.Target == null)
return;
// assumes warp point still exists
var targetXform = Transform(obj.Target.Value);
var locXform = Transform(args.Target);
if (locXform.MapID != targetXform.MapID ||
(_transform.GetWorldPosition(locXform) - _transform.GetWorldPosition(targetXform)).LengthSquared() > comp.Range * comp.Range)
{
_popup.PopupEntity(Loc.GetString("spider-charge-too-far"), user, user);
args.Cancelled = true;
return;
}
}
/// <summary>
/// Allows greentext to occur after exploding.
/// </summary>
private void OnStuck(EntityUid uid, SpiderChargeComponent comp, ref EntityStuckEvent args)
{
comp.Planter = args.User;
}
/// <summary>
/// Handles greentext after exploding.
/// Assumes it didn't move and the target was destroyed so be nice.
/// </summary>
private void OnExplode(EntityUid uid, SpiderChargeComponent comp, TriggerEvent args)
{
if (!TryComp<SpaceNinjaComponent>(comp.Planter, out var ninja))
return;
// assumes the target was destroyed, that the charge wasn't moved somehow
_ninja.DetonatedSpiderCharge((comp.Planter.Value, ninja));
}
}