[Antag] add space ninja as midround antag (#14069)
* start of space ninja midround antag * suit has powercell, can be upgraded only (not replaced with equal or worse battery) * add doorjacking to ninja gloves, power cell, doorjack objective (broken), tweaks * 💀 * add basic suit power display that uses stamina rsi * add draining apc/sub/smes - no wires yet * add research downloading * ninja starts implanted, move some stuff to yaml * add Automated field to OnUseTimerTrigger * implement spider charge and objective * fix client crash when taking suit off, some refactor * add survive condition and tweak locale * add comms console icon for objective * add calling in a threat - currently revenant and dragon * combine all glove abilities * locale * spark sounds when draining, refactoring * toggle is actually toggle now * prevent crash if disabling stealth with outline * add antag ctrl for ninja, hopefully show greentext * fix greentext and some other things * disabling gloves if taken off or suit taken off * basic energy katana, change ninja loadout * recallable katana, refactoring * start of dash - not done yet * katana dashing ability * merge upstream + compiling, make AutomatedTimer its own component * docs and stuff * partial refactor of glove abilities, still need to move handling * make dooremaggedevent by ref * move bunch of stuff to shared - broken * clean ninja antag verb * doc * mark rule config fields as required * fix client crash * wip systems refactor * big refactor of systems * fuck * make TryDoElectrocution callable from shared * finish refactoring? * no guns * start with internals on * clean up glove abilities, add range check * create soap, in place of ninja throwing stars * add emp suit ability * able to eat chefs stolen food in space * stuff, tell client when un/cloaked but there is bug with gloves * fix prediction breaking gloves on client * ninja soap despawns after a minute * ninja spawns outside the station now, with gps + station coords to navigate * add cooldown to stun ability * cant use glove abilities in combat mode * require empty hand to use glove abilities * use ghost role spawner * Update Content.Server/Ninja/Systems/NinjaSuitSystem.cs Co-authored-by: keronshb <54602815+keronshb@users.noreply.github.com> * some review changes * show powercell charge on examine * new is needed * address some reviews * ninja starts with jetpack, i hope * partial feedback * uhh * pro * remove pirate from threats list * use doafter refactor * pro i gave skeleton jetpack * some stuff * use auto gen state * mr handy * use EntityQueryEnumerator * cleanup * spider charge target anti-troll * mmmmmm --------- Co-authored-by: deltanedas <deltanedas@laptop> Co-authored-by: deltanedas <user@zenith> Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: keronshb <54602815+keronshb@users.noreply.github.com>
This commit is contained in:
@@ -1,5 +1,6 @@
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using Content.Server.GameTicking.Rules;
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using Content.Server.Mind.Components;
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using Content.Server.Ninja.Systems;
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using Content.Server.Zombies;
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using Content.Shared.Administration;
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using Content.Shared.Database;
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@@ -14,6 +15,7 @@ public sealed partial class AdminVerbSystem
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{
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[Dependency] private readonly ZombifyOnDeathSystem _zombify = default!;
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[Dependency] private readonly TraitorRuleSystem _traitorRule = default!;
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[Dependency] private readonly NinjaSystem _ninja = default!;
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[Dependency] private readonly NukeopsRuleSystem _nukeopsRule = default!;
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[Dependency] private readonly PiratesRuleSystem _piratesRule = default!;
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@@ -102,5 +104,21 @@ public sealed partial class AdminVerbSystem
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};
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args.Verbs.Add(pirate);
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Verb spaceNinja = new()
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{
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Text = "Make space ninja",
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Category = VerbCategory.Antag,
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Icon = new SpriteSpecifier.Rsi(new ResourcePath("/Textures/Objects/Weapons/Melee/energykatana.rsi"), "icon"),
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Act = () =>
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{
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if (targetMindComp.Mind == null || targetMindComp.Mind.Session == null)
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return;
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_ninja.MakeNinja(targetMindComp.Mind);
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},
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Impact = LogImpact.High,
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Message = Loc.GetString("admin-verb-make-space-ninja"),
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};
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args.Verbs.Add(spaceNinja);
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}
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}
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@@ -266,6 +266,8 @@ public sealed class DoorSystem : SharedDoorSystem
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{
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SetState(uid, DoorState.Emagging, door);
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PlaySound(uid, door.SparkSound, AudioParams.Default.WithVolume(8), args.UserUid, false);
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var emagged = new DoorEmaggedEvent(args.UserUid);
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RaiseLocalEvent(uid, ref emagged);
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args.Handled = true;
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}
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}
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@@ -300,3 +302,12 @@ public sealed class DoorSystem : SharedDoorSystem
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}
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}
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public sealed class PryFinishedEvent : EntityEventArgs { }
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public sealed class PryCancelledEvent : EntityEventArgs { }
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/// <summary>
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/// Event raised when a door is emagged, either with an emag or a Space Ninja's doorjack ability.
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/// Used to track doors for ninja's objective.
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/// </summary>
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[ByRefEvent]
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public readonly record struct DoorEmaggedEvent(EntityUid UserUid);
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@@ -262,16 +262,8 @@ namespace Content.Server.Electrocution
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}
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}
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/// <param name="uid">Entity being electrocuted.</param>
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/// <param name="sourceUid">Source entity of the electrocution.</param>
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/// <param name="shockDamage">How much shock damage the entity takes.</param>
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/// <param name="time">How long the entity will be stunned.</param>
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/// <param name="refresh">Should <paramref>time</paramref> be refreshed (instead of accumilated) if the entity is already electrocuted?</param>
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/// <param name="siemensCoefficient">How insulated the entity is from the shock. 0 means completely insulated, and 1 means no insulation.</param>
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/// <param name="statusEffects">Status effects to apply to the entity.</param>
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/// <param name="ignoreInsulation">Should the electrocution bypass the Insulated component?</param>
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/// <returns>Whether the entity <see cref="uid"/> was stunned by the shock.</returns>
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public bool TryDoElectrocution(
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/// <inheritdoc/>
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public override bool TryDoElectrocution(
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EntityUid uid, EntityUid? sourceUid, int shockDamage, TimeSpan time, bool refresh, float siemensCoefficient = 1f,
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StatusEffectsComponent? statusEffects = null, bool ignoreInsulation = false)
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{
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@@ -0,0 +1,9 @@
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namespace Content.Server.Explosion.Components;
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/// <summary>
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/// Disallows starting the timer by hand, must be stuck or triggered by a system.
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/// </summary>
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[RegisterComponent]
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public sealed class AutomatedTimerComponent : Component
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{
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}
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@@ -141,7 +141,7 @@ public sealed partial class TriggerSystem
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private void OnTimerUse(EntityUid uid, OnUseTimerTriggerComponent component, UseInHandEvent args)
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{
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if (args.Handled)
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if (args.Handled || HasComp<AutomatedTimerComponent>(uid))
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return;
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HandleTimerTrigger(
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@@ -0,0 +1,66 @@
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using Content.Server.Objectives;
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using Robust.Shared.Audio;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
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namespace Content.Server.GameTicking.Rules.Configurations;
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/// <summary>
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/// Configuration for the Space Ninja antag.
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/// </summary>
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public sealed class NinjaRuleConfiguration : StationEventRuleConfiguration
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{
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/// <summary>
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/// List of objective prototype ids to add
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/// </summary>
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[DataField("objectives", required: true, customTypeSerializer: typeof(PrototypeIdListSerializer<ObjectivePrototype>))]
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public readonly List<string> Objectives = new();
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// TODO: move to job and use job???
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/// <summary>
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/// List of implants to inject on spawn
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/// </summary>
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[DataField("implants", required: true, customTypeSerializer: typeof(PrototypeIdListSerializer<EntityPrototype>))]
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public readonly List<string> Implants = new();
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/// <summary>
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/// List of threats that can be called in
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/// </summary>
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[DataField("threats", required: true)]
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public readonly List<Threat> Threats = new();
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/// <summary>
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/// Sound played when making the player a ninja via antag control or ghost role
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/// </summary>
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[DataField("greetingSound", customTypeSerializer: typeof(SoundSpecifierTypeSerializer))]
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public SoundSpecifier? GreetingSound = new SoundPathSpecifier("/Audio/Misc/ninja_greeting.ogg");
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/// <summary>
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/// Distance that the ninja spawns from the station's half AABB radius
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/// </summary>
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[DataField("spawnDistance")]
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public float SpawnDistance = 20f;
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}
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/// <summary>
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/// A threat that can be called in to the station by a ninja hacking a communications console.
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/// Generally some kind of mid-round antag, though you could make it call in scrubber backflow if you wanted to.
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/// You wouldn't do that, right?
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/// </summary>
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[DataDefinition]
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public sealed class Threat
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{
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/// <summary>
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/// Locale id for the announcement to be made from CentCom.
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/// </summary>
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[DataField("announcement")]
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public readonly string Announcement = default!;
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/// <summary>
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/// The game rule for the threat to be added, it should be able to work when added mid-round otherwise this will do nothing.
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/// </summary>
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[DataField("rule", customTypeSerializer: typeof(PrototypeIdSerializer<GameRulePrototype>))]
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public readonly string Rule = default!;
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}
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13
Content.Server/Ninja/Components/NinjaStationGridComponent.cs
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13
Content.Server/Ninja/Components/NinjaStationGridComponent.cs
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@@ -0,0 +1,13 @@
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namespace Content.Server.Ninja.Components;
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/// <summary>
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/// Used by space ninja to indicate what station grid to head towards.
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/// </summary>
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[RegisterComponent]
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public sealed class NinjaStationGridComponent : Component
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{
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/// <summary>
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/// The grid uid being targeted.
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/// </summary>
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public EntityUid Grid;
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}
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36
Content.Server/Ninja/Systems/NinjaGlovesSystem.cs
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36
Content.Server/Ninja/Systems/NinjaGlovesSystem.cs
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@@ -0,0 +1,36 @@
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using Content.Server.Communications;
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using Content.Server.DoAfter;
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using Content.Server.Power.Components;
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using Content.Shared.DoAfter;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Ninja.Components;
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using Content.Shared.Ninja.Systems;
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namespace Content.Server.Ninja.Systems;
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public sealed class NinjaGlovesSystem : SharedNinjaGlovesSystem
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{
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protected override void OnDrain(EntityUid uid, NinjaDrainComponent comp, InteractionAttemptEvent args)
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{
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if (!GloveCheck(uid, args, out var gloves, out var user, out var target)
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|| !HasComp<PowerNetworkBatteryComponent>(target))
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return;
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// nicer for spam-clicking to not open apc ui, and when draining starts, so cancel the ui action
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args.Cancel();
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var doAfterArgs = new DoAfterArgs(user, comp.DrainTime, new DrainDoAfterEvent(), target: target, used: uid, eventTarget: uid)
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{
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BreakOnUserMove = true,
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MovementThreshold = 0.5f,
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CancelDuplicate = false
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};
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_doAfter.TryStartDoAfter(doAfterArgs);
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}
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protected override bool IsCommsConsole(EntityUid uid)
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{
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return HasComp<CommunicationsConsoleComponent>(uid);
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}
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}
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148
Content.Server/Ninja/Systems/NinjaSuitSystem.cs
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148
Content.Server/Ninja/Systems/NinjaSuitSystem.cs
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@@ -0,0 +1,148 @@
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using Content.Server.Emp;
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using Content.Server.Popups;
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using Content.Server.Power.Components;
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using Content.Server.PowerCell;
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using Content.Shared.Actions;
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using Content.Shared.Examine;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Ninja.Components;
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using Content.Shared.Ninja.Systems;
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using Content.Shared.Popups;
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using Robust.Shared.Containers;
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namespace Content.Server.Ninja.Systems;
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public sealed class NinjaSuitSystem : SharedNinjaSuitSystem
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{
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[Dependency] private readonly EmpSystem _emp = default!;
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[Dependency] private readonly SharedHandsSystem _hands = default!;
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[Dependency] private readonly new NinjaSystem _ninja = default!;
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[Dependency] private readonly PopupSystem _popups = default!;
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[Dependency] private readonly PowerCellSystem _powerCell = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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public override void Initialize()
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{
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base.Initialize();
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// TODO: maybe have suit activation stuff
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SubscribeLocalEvent<NinjaSuitComponent, ContainerIsInsertingAttemptEvent>(OnSuitInsertAttempt);
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SubscribeLocalEvent<NinjaSuitComponent, ExaminedEvent>(OnExamined);
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SubscribeLocalEvent<NinjaSuitComponent, TogglePhaseCloakEvent>(OnTogglePhaseCloak);
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SubscribeLocalEvent<NinjaSuitComponent, CreateSoapEvent>(OnCreateSoap);
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SubscribeLocalEvent<NinjaSuitComponent, RecallKatanaEvent>(OnRecallKatana);
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SubscribeLocalEvent<NinjaSuitComponent, NinjaEmpEvent>(OnEmp);
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}
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protected override void NinjaEquippedSuit(EntityUid uid, NinjaSuitComponent comp, EntityUid user, NinjaComponent ninja)
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{
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base.NinjaEquippedSuit(uid, comp, user, ninja);
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_ninja.SetSuitPowerAlert(user);
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}
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// TODO: if/when battery is in shared, put this there too
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private void OnSuitInsertAttempt(EntityUid uid, NinjaSuitComponent comp, ContainerIsInsertingAttemptEvent args)
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{
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// no power cell for some reason??? allow it
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if (!_powerCell.TryGetBatteryFromSlot(uid, out var battery))
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return;
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// can only upgrade power cell, not swap to recharge instantly otherwise ninja could just swap batteries with flashlights in maints for easy power
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if (!TryComp<BatteryComponent>(args.EntityUid, out var inserting) || inserting.MaxCharge <= battery.MaxCharge)
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{
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args.Cancel();
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}
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}
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private void OnExamined(EntityUid uid, NinjaSuitComponent comp, ExaminedEvent args)
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{
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// TODO: make this also return the uid of the battery
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if (_powerCell.TryGetBatteryFromSlot(uid, out var battery))
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RaiseLocalEvent(battery.Owner, args);
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}
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protected override void UserUnequippedSuit(EntityUid uid, NinjaSuitComponent comp, EntityUid user)
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{
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base.UserUnequippedSuit(uid, comp, user);
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// remove power indicator
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_ninja.SetSuitPowerAlert(user);
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}
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private void OnTogglePhaseCloak(EntityUid uid, NinjaSuitComponent comp, TogglePhaseCloakEvent args)
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{
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args.Handled = true;
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var user = args.Performer;
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// need 1 second of charge to turn on stealth
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var chargeNeeded = SuitWattage(comp);
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if (!comp.Cloaked && (!_ninja.GetNinjaBattery(user, out var battery) || battery.CurrentCharge < chargeNeeded || _useDelay.ActiveDelay(uid)))
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{
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_popups.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
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return;
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}
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comp.Cloaked = !comp.Cloaked;
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SetCloaked(args.Performer, comp.Cloaked);
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RaiseNetworkEvent(new SetCloakedMessage()
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{
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User = user,
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Cloaked = comp.Cloaked
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});
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}
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private void OnCreateSoap(EntityUid uid, NinjaSuitComponent comp, CreateSoapEvent args)
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{
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args.Handled = true;
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var user = args.Performer;
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if (!_ninja.TryUseCharge(user, comp.SoapCharge) || _useDelay.ActiveDelay(uid))
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{
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_popups.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
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return;
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}
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// try to put soap in hand, otherwise it goes on the ground
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var soap = Spawn(comp.SoapPrototype, Transform(user).Coordinates);
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_hands.TryPickupAnyHand(user, soap);
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}
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private void OnRecallKatana(EntityUid uid, NinjaSuitComponent comp, RecallKatanaEvent args)
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{
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args.Handled = true;
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var user = args.Performer;
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if (!TryComp<NinjaComponent>(user, out var ninja) || ninja.Katana == null)
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return;
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// 1% charge per tile
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var katana = ninja.Katana.Value;
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var coords = _transform.GetWorldPosition(katana);
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var distance = (_transform.GetWorldPosition(user) - coords).Length;
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var chargeNeeded = (float) distance * 3.6f;
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if (!_ninja.TryUseCharge(user, chargeNeeded) || _useDelay.ActiveDelay(uid))
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{
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_popups.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
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return;
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}
|
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|
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// TODO: teleporting into belt slot
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var message = _hands.TryPickupAnyHand(user, katana)
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? "ninja-katana-recalled"
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: "ninja-hands-full";
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_popups.PopupEntity(Loc.GetString(message), user, user);
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}
|
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|
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private void OnEmp(EntityUid uid, NinjaSuitComponent comp, NinjaEmpEvent args)
|
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{
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args.Handled = true;
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var user = args.Performer;
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if (!_ninja.TryUseCharge(user, comp.EmpCharge) || _useDelay.ActiveDelay(uid))
|
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{
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_popups.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
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return;
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}
|
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|
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// I don't think this affects the suit battery, but if it ever does in the future add a blacklist for it
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var coords = Transform(user).MapPosition;
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_emp.EmpPulse(coords, comp.EmpRange, comp.EmpConsumption);
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}
|
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}
|
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314
Content.Server/Ninja/Systems/NinjaSystem.cs
Normal file
314
Content.Server/Ninja/Systems/NinjaSystem.cs
Normal file
@@ -0,0 +1,314 @@
|
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using Content.Server.Administration.Commands;
|
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using Content.Server.Body.Systems;
|
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using Content.Server.Chat.Managers;
|
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using Content.Server.Chat.Systems;
|
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using Content.Server.Doors.Systems;
|
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using Content.Server.GameTicking;
|
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using Content.Server.GameTicking.Rules;
|
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using Content.Server.GameTicking.Rules.Configurations;
|
||||
using Content.Server.Ghost.Roles.Events;
|
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using Content.Server.Mind.Components;
|
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using Content.Server.Ninja.Components;
|
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using Content.Server.Objectives;
|
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using Content.Server.Popups;
|
||||
using Content.Server.Power.Components;
|
||||
using Content.Server.PowerCell;
|
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using Content.Server.Traitor;
|
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using Content.Server.Warps;
|
||||
using Content.Shared.Alert;
|
||||
using Content.Shared.Doors.Components;
|
||||
using Content.Shared.Implants;
|
||||
using Content.Shared.Implants.Components;
|
||||
using Content.Shared.Ninja.Components;
|
||||
using Content.Shared.Ninja.Systems;
|
||||
using Content.Shared.Roles;
|
||||
using Content.Shared.Popups;
|
||||
using Content.Shared.PowerCell.Components;
|
||||
using Content.Shared.Rounding;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Physics.Components;
|
||||
using Robust.Shared.Player;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Random;
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
|
||||
namespace Content.Server.Ninja.Systems;
|
||||
|
||||
public sealed class NinjaSystem : SharedNinjaSystem
|
||||
{
|
||||
[Dependency] private readonly AlertsSystem _alerts = default!;
|
||||
[Dependency] private readonly SharedAudioSystem _audio = default!;
|
||||
[Dependency] private readonly ChatSystem _chat = default!;
|
||||
[Dependency] private readonly IChatManager _chatMan = default!;
|
||||
[Dependency] private readonly GameTicker _gameTicker = default!;
|
||||
[Dependency] private readonly SharedSubdermalImplantSystem _implants = default!;
|
||||
[Dependency] private readonly InternalsSystem _internals = default!;
|
||||
[Dependency] private readonly IPrototypeManager _proto = default!;
|
||||
[Dependency] private readonly PopupSystem _popups = default!;
|
||||
[Dependency] private readonly PowerCellSystem _powerCell = default!;
|
||||
[Dependency] private readonly IRobustRandom _random = default!;
|
||||
[Dependency] private readonly TraitorRuleSystem _traitorRule = default!;
|
||||
[Dependency] private readonly SharedTransformSystem _transform = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<NinjaComponent, ComponentStartup>(OnNinjaStartup);
|
||||
SubscribeLocalEvent<NinjaComponent, GhostRoleSpawnerUsedEvent>(OnNinjaSpawned);
|
||||
SubscribeLocalEvent<NinjaComponent, MindAddedMessage>(OnNinjaMindAdded);
|
||||
|
||||
SubscribeLocalEvent<DoorComponent, DoorEmaggedEvent>(OnDoorEmagged);
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
var query = EntityQueryEnumerator<NinjaComponent>();
|
||||
while (query.MoveNext(out var uid, out var ninja))
|
||||
{
|
||||
UpdateNinja(uid, ninja, frameTime);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Turns the player into a space ninja
|
||||
/// </summary>
|
||||
public void MakeNinja(Mind.Mind mind)
|
||||
{
|
||||
if (mind.OwnedEntity == null)
|
||||
return;
|
||||
|
||||
// prevent double ninja'ing
|
||||
var user = mind.OwnedEntity.Value;
|
||||
if (HasComp<NinjaComponent>(user))
|
||||
return;
|
||||
|
||||
AddComp<NinjaComponent>(user);
|
||||
SetOutfitCommand.SetOutfit(user, "SpaceNinjaGear", EntityManager);
|
||||
GreetNinja(mind);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the space ninja spawn gamerule's config
|
||||
/// </summary>
|
||||
public NinjaRuleConfiguration RuleConfig()
|
||||
{
|
||||
return (NinjaRuleConfiguration) _proto.Index<GameRulePrototype>("SpaceNinjaSpawn").Configuration;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update the alert for the ninja's suit power indicator.
|
||||
/// </summary>
|
||||
public void SetSuitPowerAlert(EntityUid uid, NinjaComponent? comp = null)
|
||||
{
|
||||
if (!Resolve(uid, ref comp, false) || comp.Deleted || comp.Suit == null)
|
||||
{
|
||||
_alerts.ClearAlert(uid, AlertType.SuitPower);
|
||||
return;
|
||||
}
|
||||
|
||||
if (GetNinjaBattery(uid, out var battery))
|
||||
{
|
||||
var severity = ContentHelpers.RoundToLevels(MathF.Max(0f, battery.CurrentCharge), battery.MaxCharge, 7);
|
||||
_alerts.ShowAlert(uid, AlertType.SuitPower, (short) severity);
|
||||
}
|
||||
else
|
||||
{
|
||||
_alerts.ClearAlert(uid, AlertType.SuitPower);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the station grid on an entity, either ninja spawner or the ninja itself.
|
||||
/// Used to tell a ghost that takes ninja role where the station is.
|
||||
/// </summary>
|
||||
public void SetNinjaStationGrid(EntityUid uid, EntityUid grid)
|
||||
{
|
||||
var station = EnsureComp<NinjaStationGridComponent>(uid);
|
||||
station.Grid = grid;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the battery component in a ninja's suit, if it's worn.
|
||||
/// </summary>
|
||||
public bool GetNinjaBattery(EntityUid user, [NotNullWhen(true)] out BatteryComponent? battery)
|
||||
{
|
||||
if (TryComp<NinjaComponent>(user, out var ninja)
|
||||
&& ninja.Suit != null
|
||||
&& _powerCell.TryGetBatteryFromSlot(ninja.Suit.Value, out battery))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
battery = null;
|
||||
return false;
|
||||
}
|
||||
|
||||
public override bool TryUseCharge(EntityUid user, float charge)
|
||||
{
|
||||
return GetNinjaBattery(user, out var battery) && battery.TryUseCharge(charge);
|
||||
}
|
||||
|
||||
public override void CallInThreat(NinjaComponent comp)
|
||||
{
|
||||
base.CallInThreat(comp);
|
||||
|
||||
var config = RuleConfig();
|
||||
if (config.Threats.Count == 0)
|
||||
return;
|
||||
|
||||
var threat = _random.Pick(config.Threats);
|
||||
if (_proto.TryIndex<GameRulePrototype>(threat.Rule, out var rule))
|
||||
{
|
||||
_gameTicker.AddGameRule(rule);
|
||||
_chat.DispatchGlobalAnnouncement(Loc.GetString(threat.Announcement), playSound: false, colorOverride: Color.Red);
|
||||
}
|
||||
else
|
||||
{
|
||||
Logger.Error($"Threat gamerule does not exist: {threat.Rule}");
|
||||
}
|
||||
}
|
||||
|
||||
public override void TryDrainPower(EntityUid user, NinjaDrainComponent drain, EntityUid target)
|
||||
{
|
||||
if (!GetNinjaBattery(user, out var suitBattery))
|
||||
// took suit off or something, ignore draining
|
||||
return;
|
||||
|
||||
if (!TryComp<BatteryComponent>(target, out var battery) || !TryComp<PowerNetworkBatteryComponent>(target, out var pnb))
|
||||
return;
|
||||
|
||||
if (suitBattery.IsFullyCharged)
|
||||
{
|
||||
_popups.PopupEntity(Loc.GetString("ninja-drain-full"), user, user, PopupType.Medium);
|
||||
return;
|
||||
}
|
||||
|
||||
if (MathHelper.CloseToPercent(battery.CurrentCharge, 0))
|
||||
{
|
||||
_popups.PopupEntity(Loc.GetString("ninja-drain-empty", ("battery", target)), user, user, PopupType.Medium);
|
||||
return;
|
||||
}
|
||||
|
||||
var available = battery.CurrentCharge;
|
||||
var required = suitBattery.MaxCharge - suitBattery.CurrentCharge;
|
||||
// higher tier storages can charge more
|
||||
var maxDrained = pnb.MaxSupply * drain.DrainTime;
|
||||
var input = Math.Min(Math.Min(available, required / drain.DrainEfficiency), maxDrained);
|
||||
if (battery.TryUseCharge(input))
|
||||
{
|
||||
var output = input * drain.DrainEfficiency;
|
||||
suitBattery.CurrentCharge += output;
|
||||
_popups.PopupEntity(Loc.GetString("ninja-drain-success", ("battery", target)), user, user);
|
||||
// TODO: spark effects
|
||||
_audio.PlayPvs(drain.SparkSound, target);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnNinjaStartup(EntityUid uid, NinjaComponent comp, ComponentStartup args)
|
||||
{
|
||||
var config = RuleConfig();
|
||||
|
||||
// start with internals on, only when spawned by event. antag control ninja won't do this due to component add order.
|
||||
_internals.ToggleInternals(uid, uid, true);
|
||||
|
||||
// inject starting implants
|
||||
var coords = Transform(uid).Coordinates;
|
||||
foreach (var id in config.Implants)
|
||||
{
|
||||
var implant = Spawn(id, coords);
|
||||
|
||||
if (!TryComp<SubdermalImplantComponent>(implant, out var implantComp))
|
||||
return;
|
||||
|
||||
_implants.ForceImplant(uid, implant, implantComp);
|
||||
}
|
||||
|
||||
// choose spider charge detonation point
|
||||
// currently based on warp points, something better could be done (but would likely require mapping work)
|
||||
var warps = new List<EntityUid>();
|
||||
var query = EntityQueryEnumerator<WarpPointComponent>();
|
||||
while (query.MoveNext(out var warpUid, out var warp))
|
||||
{
|
||||
// won't be asked to detonate the nuke disk or singularity
|
||||
if (warp.Location != null && !HasComp<PhysicsComponent>(warpUid))
|
||||
warps.Add(warpUid);
|
||||
}
|
||||
|
||||
if (warps.Count > 0)
|
||||
comp.SpiderChargeTarget = _random.Pick(warps);
|
||||
}
|
||||
|
||||
private void OnNinjaSpawned(EntityUid uid, NinjaComponent comp, GhostRoleSpawnerUsedEvent args)
|
||||
{
|
||||
// inherit spawner's station grid
|
||||
if (TryComp<NinjaStationGridComponent>(args.Spawner, out var station))
|
||||
SetNinjaStationGrid(uid, station.Grid);
|
||||
}
|
||||
|
||||
private void OnNinjaMindAdded(EntityUid uid, NinjaComponent comp, MindAddedMessage args)
|
||||
{
|
||||
if (TryComp<MindComponent>(uid, out var mind) && mind.Mind != null)
|
||||
GreetNinja(mind.Mind);
|
||||
}
|
||||
|
||||
private void GreetNinja(Mind.Mind mind)
|
||||
{
|
||||
if (!mind.TryGetSession(out var session))
|
||||
return;
|
||||
|
||||
var config = RuleConfig();
|
||||
var role = new TraitorRole(mind, _proto.Index<AntagPrototype>("SpaceNinja"));
|
||||
mind.AddRole(role);
|
||||
_traitorRule.Traitors.Add(role);
|
||||
foreach (var objective in config.Objectives)
|
||||
{
|
||||
AddObjective(mind, objective);
|
||||
}
|
||||
|
||||
_audio.PlayGlobal(config.GreetingSound, Filter.Empty().AddPlayer(session), false, AudioParams.Default);
|
||||
_chatMan.DispatchServerMessage(session, Loc.GetString("ninja-role-greeting"));
|
||||
|
||||
if (TryComp<NinjaStationGridComponent>(mind.OwnedEntity, out var station))
|
||||
{
|
||||
var gridPos = _transform.GetWorldPosition(station.Grid);
|
||||
var ninjaPos = _transform.GetWorldPosition(mind.OwnedEntity.Value);
|
||||
var vector = gridPos - ninjaPos;
|
||||
var direction = vector.GetDir();
|
||||
var position = $"({(int) gridPos.X}, {(int) gridPos.Y})";
|
||||
var msg = Loc.GetString("ninja-role-greeting-direction", ("direction", direction), ("position", position));
|
||||
_chatMan.DispatchServerMessage(session, msg);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDoorEmagged(EntityUid uid, DoorComponent door, ref DoorEmaggedEvent args)
|
||||
{
|
||||
// make sure it's a ninja doorjacking it
|
||||
if (TryComp<NinjaComponent>(args.UserUid, out var ninja))
|
||||
ninja.DoorsJacked++;
|
||||
}
|
||||
|
||||
private void UpdateNinja(EntityUid uid, NinjaComponent ninja, float frameTime)
|
||||
{
|
||||
if (ninja.Suit == null || !TryComp<NinjaSuitComponent>(ninja.Suit, out var suit))
|
||||
return;
|
||||
|
||||
float wattage = _suit.SuitWattage(suit);
|
||||
|
||||
SetSuitPowerAlert(uid, ninja);
|
||||
if (!TryUseCharge(uid, wattage * frameTime))
|
||||
{
|
||||
// ran out of power, reveal ninja
|
||||
_suit.RevealNinja(ninja.Suit.Value, suit, uid);
|
||||
}
|
||||
}
|
||||
|
||||
private void AddObjective(Mind.Mind mind, string name)
|
||||
{
|
||||
if (_proto.TryIndex<ObjectivePrototype>(name, out var objective))
|
||||
mind.TryAddObjective(objective);
|
||||
else
|
||||
Logger.Error($"Ninja has unknown objective prototype: {name}");
|
||||
}
|
||||
}
|
||||
64
Content.Server/Ninja/Systems/SpiderChargeSystem.cs
Normal file
64
Content.Server/Ninja/Systems/SpiderChargeSystem.cs
Normal file
@@ -0,0 +1,64 @@
|
||||
using Content.Server.Explosion.EntitySystems;
|
||||
using Content.Server.Sticky.Events;
|
||||
using Content.Server.Popups;
|
||||
using Content.Shared.Interaction;
|
||||
using Content.Shared.Ninja.Components;
|
||||
using Robust.Shared.GameObjects;
|
||||
|
||||
namespace Content.Server.Ninja.Systems;
|
||||
|
||||
public sealed class SpiderChargeSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly NinjaSystem _ninja = default!;
|
||||
[Dependency] private readonly PopupSystem _popups = default!;
|
||||
[Dependency] private readonly SharedTransformSystem _transform = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<SpiderChargeComponent, BeforeRangedInteractEvent>(BeforePlant);
|
||||
SubscribeLocalEvent<SpiderChargeComponent, EntityStuckEvent>(OnStuck);
|
||||
SubscribeLocalEvent<SpiderChargeComponent, TriggerEvent>(OnExplode);
|
||||
}
|
||||
|
||||
private void BeforePlant(EntityUid uid, SpiderChargeComponent comp, BeforeRangedInteractEvent args)
|
||||
{
|
||||
var user = args.User;
|
||||
|
||||
if (!TryComp<NinjaComponent>(user, out var ninja))
|
||||
{
|
||||
_popups.PopupEntity(Loc.GetString("spider-charge-not-ninja"), user, user);
|
||||
args.Handled = true;
|
||||
return;
|
||||
}
|
||||
|
||||
// allow planting anywhere if there is no target, which should never happen
|
||||
if (ninja.SpiderChargeTarget != null)
|
||||
{
|
||||
// assumes warp point still exists
|
||||
var target = Transform(ninja.SpiderChargeTarget.Value).MapPosition;
|
||||
var coords = args.ClickLocation.ToMap(EntityManager, _transform);
|
||||
if (!coords.InRange(target, comp.Range))
|
||||
{
|
||||
_popups.PopupEntity(Loc.GetString("spider-charge-too-far"), user, user);
|
||||
args.Handled = true;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OnStuck(EntityUid uid, SpiderChargeComponent comp, EntityStuckEvent args)
|
||||
{
|
||||
comp.Planter = args.User;
|
||||
}
|
||||
|
||||
private void OnExplode(EntityUid uid, SpiderChargeComponent comp, TriggerEvent args)
|
||||
{
|
||||
if (comp.Planter == null || !TryComp<NinjaComponent>(comp.Planter, out var ninja))
|
||||
return;
|
||||
|
||||
// assumes the target was destroyed, that the charge wasn't moved somehow
|
||||
_ninja.DetonateSpiderCharge(ninja);
|
||||
}
|
||||
}
|
||||
64
Content.Server/Objectives/Conditions/DoorjackCondition.cs
Normal file
64
Content.Server/Objectives/Conditions/DoorjackCondition.cs
Normal file
@@ -0,0 +1,64 @@
|
||||
using Content.Server.Objectives.Interfaces;
|
||||
using Content.Shared.Ninja.Components;
|
||||
using Robust.Shared.Random;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Content.Server.Objectives.Conditions;
|
||||
|
||||
[DataDefinition]
|
||||
public sealed class DoorjackCondition : IObjectiveCondition
|
||||
{
|
||||
private Mind.Mind? _mind;
|
||||
private int _target;
|
||||
|
||||
public IObjectiveCondition GetAssigned(Mind.Mind mind)
|
||||
{
|
||||
// TODO: clamp to number of doors on station incase its somehow a shittle or something
|
||||
return new DoorjackCondition {
|
||||
_mind = mind,
|
||||
_target = IoCManager.Resolve<IRobustRandom>().Next(15, 40)
|
||||
};
|
||||
}
|
||||
|
||||
public string Title => Loc.GetString("objective-condition-doorjack-title", ("count", _target));
|
||||
|
||||
public string Description => Loc.GetString("objective-condition-doorjack-description", ("count", _target));
|
||||
|
||||
public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResourcePath("Objects/Tools/emag.rsi"), "icon");
|
||||
|
||||
public float Progress
|
||||
{
|
||||
get
|
||||
{
|
||||
var entMan = IoCManager.Resolve<IEntityManager>();
|
||||
if (_mind?.OwnedEntity == null
|
||||
|| !entMan.TryGetComponent<NinjaComponent>(_mind.OwnedEntity, out var ninja))
|
||||
return 0f;
|
||||
|
||||
// prevent divide-by-zero
|
||||
if (_target == 0)
|
||||
return 1f;
|
||||
|
||||
return (float) ninja.DoorsJacked / (float) _target;
|
||||
}
|
||||
}
|
||||
|
||||
public float Difficulty => 1.5f;
|
||||
|
||||
public bool Equals(IObjectiveCondition? other)
|
||||
{
|
||||
return other is DoorjackCondition cond && Equals(_mind, cond._mind) && _target == cond._target;
|
||||
}
|
||||
|
||||
public override bool Equals(object? obj)
|
||||
{
|
||||
if (ReferenceEquals(null, obj)) return false;
|
||||
if (ReferenceEquals(this, obj)) return true;
|
||||
return obj is DoorjackCondition cond && cond.Equals(this);
|
||||
}
|
||||
|
||||
public override int GetHashCode()
|
||||
{
|
||||
return HashCode.Combine(_mind?.GetHashCode() ?? 0, _target);
|
||||
}
|
||||
}
|
||||
64
Content.Server/Objectives/Conditions/DownloadCondition.cs
Normal file
64
Content.Server/Objectives/Conditions/DownloadCondition.cs
Normal file
@@ -0,0 +1,64 @@
|
||||
using Content.Server.Objectives.Interfaces;
|
||||
using Content.Shared.Ninja.Components;
|
||||
using Robust.Shared.Random;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Content.Server.Objectives.Conditions;
|
||||
|
||||
[DataDefinition]
|
||||
public sealed class DownloadCondition : IObjectiveCondition
|
||||
{
|
||||
private Mind.Mind? _mind;
|
||||
private int _target;
|
||||
|
||||
public IObjectiveCondition GetAssigned(Mind.Mind mind)
|
||||
{
|
||||
// TODO: clamp to number of research nodes in tree so easily maintainable
|
||||
return new DownloadCondition {
|
||||
_mind = mind,
|
||||
_target = IoCManager.Resolve<IRobustRandom>().Next(5, 10)
|
||||
};
|
||||
}
|
||||
|
||||
public string Title => Loc.GetString("objective-condition-download-title", ("count", _target));
|
||||
|
||||
public string Description => Loc.GetString("objective-condition-download-description");
|
||||
|
||||
public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResourcePath("Structures/Machines/server.rsi"), "server");
|
||||
|
||||
public float Progress
|
||||
{
|
||||
get
|
||||
{
|
||||
// prevent divide-by-zero
|
||||
if (_target == 0)
|
||||
return 1f;
|
||||
|
||||
var entMan = IoCManager.Resolve<IEntityManager>();
|
||||
if (_mind?.OwnedEntity == null
|
||||
|| !entMan.TryGetComponent<NinjaComponent>(_mind.OwnedEntity, out var ninja))
|
||||
return 0f;
|
||||
|
||||
return (float) ninja.DownloadedNodes.Count / (float) _target;
|
||||
}
|
||||
}
|
||||
|
||||
public float Difficulty => 2.5f;
|
||||
|
||||
public bool Equals(IObjectiveCondition? other)
|
||||
{
|
||||
return other is DownloadCondition cond && Equals(_mind, cond._mind) && _target == cond._target;
|
||||
}
|
||||
|
||||
public override bool Equals(object? obj)
|
||||
{
|
||||
if (ReferenceEquals(null, obj)) return false;
|
||||
if (ReferenceEquals(this, obj)) return true;
|
||||
return obj is DownloadCondition cond && cond.Equals(this);
|
||||
}
|
||||
|
||||
public override int GetHashCode()
|
||||
{
|
||||
return HashCode.Combine(_mind?.GetHashCode() ?? 0, _target);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,73 @@
|
||||
using Content.Server.Objectives.Interfaces;
|
||||
using Content.Server.Warps;
|
||||
using Content.Shared.Ninja.Components;
|
||||
using Robust.Shared.Random;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Content.Server.Objectives.Conditions;
|
||||
|
||||
[DataDefinition]
|
||||
public sealed class SpiderChargeCondition : IObjectiveCondition
|
||||
{
|
||||
private Mind.Mind? _mind;
|
||||
|
||||
public IObjectiveCondition GetAssigned(Mind.Mind mind)
|
||||
{
|
||||
return new SpiderChargeCondition {
|
||||
_mind = mind
|
||||
};
|
||||
}
|
||||
|
||||
public string Title
|
||||
{
|
||||
get
|
||||
{
|
||||
var entMan = IoCManager.Resolve<IEntityManager>();
|
||||
if (_mind?.OwnedEntity == null
|
||||
|| !entMan.TryGetComponent<NinjaComponent>(_mind.OwnedEntity, out var ninja)
|
||||
|| ninja.SpiderChargeTarget == null
|
||||
|| !entMan.TryGetComponent<WarpPointComponent>(ninja.SpiderChargeTarget, out var warp)
|
||||
|| warp.Location == null)
|
||||
// if you are funny and microbomb then press c, you get this
|
||||
return Loc.GetString("objective-condition-spider-charge-no-target");
|
||||
|
||||
return Loc.GetString("objective-condition-spider-charge-title", ("location", warp.Location));
|
||||
}
|
||||
}
|
||||
|
||||
public string Description => Loc.GetString("objective-condition-spider-charge-description");
|
||||
|
||||
public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResourcePath("Objects/Weapons/Bombs/spidercharge.rsi"), "icon");
|
||||
|
||||
public float Progress
|
||||
{
|
||||
get
|
||||
{
|
||||
var entMan = IoCManager.Resolve<IEntityManager>();
|
||||
if (_mind?.OwnedEntity == null
|
||||
|| !entMan.TryGetComponent<NinjaComponent>(_mind.OwnedEntity, out var ninja))
|
||||
return 0f;
|
||||
|
||||
return ninja.SpiderChargeDetonated ? 1f : 0f;
|
||||
}
|
||||
}
|
||||
|
||||
public float Difficulty => 2.5f;
|
||||
|
||||
public bool Equals(IObjectiveCondition? other)
|
||||
{
|
||||
return other is SpiderChargeCondition cond && Equals(_mind, cond._mind);
|
||||
}
|
||||
|
||||
public override bool Equals(object? obj)
|
||||
{
|
||||
if (ReferenceEquals(null, obj)) return false;
|
||||
if (ReferenceEquals(this, obj)) return true;
|
||||
return obj is SpiderChargeCondition cond && cond.Equals(this);
|
||||
}
|
||||
|
||||
public override int GetHashCode()
|
||||
{
|
||||
return _mind?.GetHashCode() ?? 0;
|
||||
}
|
||||
}
|
||||
46
Content.Server/Objectives/Conditions/SurviveCondition.cs
Normal file
46
Content.Server/Objectives/Conditions/SurviveCondition.cs
Normal file
@@ -0,0 +1,46 @@
|
||||
using Content.Server.Objectives.Interfaces;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Content.Server.Objectives.Conditions
|
||||
{
|
||||
[UsedImplicitly]
|
||||
[DataDefinition]
|
||||
public sealed class SurviveCondition : IObjectiveCondition
|
||||
{
|
||||
private Mind.Mind? _mind;
|
||||
|
||||
public IObjectiveCondition GetAssigned(Mind.Mind mind)
|
||||
{
|
||||
return new SurviveCondition {_mind = mind};
|
||||
}
|
||||
|
||||
public string Title => Loc.GetString("objective-condition-survive-title");
|
||||
|
||||
public string Description => Loc.GetString("objective-condition-survive-description");
|
||||
|
||||
public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResourcePath("Clothing/Head/Helmets/spaceninja.rsi"), "icon");
|
||||
|
||||
public float Difficulty => 0.5f;
|
||||
|
||||
public float Progress => (_mind?.CharacterDeadIC ?? true) ? 0f : 1f;
|
||||
|
||||
public bool Equals(IObjectiveCondition? other)
|
||||
{
|
||||
return other is SurviveCondition condition && Equals(_mind, condition._mind);
|
||||
}
|
||||
|
||||
public override bool Equals(object? obj)
|
||||
{
|
||||
if (ReferenceEquals(null, obj)) return false;
|
||||
if (ReferenceEquals(this, obj)) return true;
|
||||
if (obj.GetType() != GetType()) return false;
|
||||
return Equals((SurviveCondition) obj);
|
||||
}
|
||||
|
||||
public override int GetHashCode()
|
||||
{
|
||||
return (_mind != null ? _mind.GetHashCode() : 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
54
Content.Server/Objectives/Conditions/TerrorCondition.cs
Normal file
54
Content.Server/Objectives/Conditions/TerrorCondition.cs
Normal file
@@ -0,0 +1,54 @@
|
||||
using Content.Server.Objectives.Interfaces;
|
||||
using Content.Shared.Ninja.Components;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Content.Server.Objectives.Conditions;
|
||||
|
||||
[DataDefinition]
|
||||
public sealed class TerrorCondition : IObjectiveCondition
|
||||
{
|
||||
private Mind.Mind? _mind;
|
||||
|
||||
public IObjectiveCondition GetAssigned(Mind.Mind mind)
|
||||
{
|
||||
return new TerrorCondition {_mind = mind};
|
||||
}
|
||||
|
||||
public string Title => Loc.GetString("objective-condition-terror-title");
|
||||
|
||||
public string Description => Loc.GetString("objective-condition-terror-description");
|
||||
|
||||
public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResourcePath("Structures/Machines/computers.rsi"), "comm_icon");
|
||||
|
||||
public float Progress
|
||||
{
|
||||
get
|
||||
{
|
||||
var entMan = IoCManager.Resolve<IEntityManager>();
|
||||
if (_mind?.OwnedEntity == null
|
||||
|| !entMan.TryGetComponent<NinjaComponent>(_mind.OwnedEntity, out var ninja))
|
||||
return 0f;
|
||||
|
||||
return ninja.CalledInThreat ? 1f : 0f;
|
||||
}
|
||||
}
|
||||
|
||||
public float Difficulty => 2.75f;
|
||||
|
||||
public bool Equals(IObjectiveCondition? other)
|
||||
{
|
||||
return other is TerrorCondition cond && Equals(_mind, cond._mind);
|
||||
}
|
||||
|
||||
public override bool Equals(object? obj)
|
||||
{
|
||||
if (ReferenceEquals(null, obj)) return false;
|
||||
if (ReferenceEquals(this, obj)) return true;
|
||||
return obj is TerrorCondition cond && cond.Equals(this);
|
||||
}
|
||||
|
||||
public override int GetHashCode()
|
||||
{
|
||||
return _mind?.GetHashCode() ?? 0;
|
||||
}
|
||||
}
|
||||
81
Content.Server/StationEvents/Events/SpaceNinjaSpawn.cs
Normal file
81
Content.Server/StationEvents/Events/SpaceNinjaSpawn.cs
Normal file
@@ -0,0 +1,81 @@
|
||||
using Content.Server.GameTicking;
|
||||
using Content.Server.GameTicking.Rules;
|
||||
using Content.Server.GameTicking.Rules.Configurations;
|
||||
using Content.Server.Ninja.Systems;
|
||||
using Content.Server.StationEvents.Components;
|
||||
using Content.Server.Station.Components;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Map.Components;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Random;
|
||||
using System.Linq;
|
||||
|
||||
namespace Content.Server.StationEvents.Events;
|
||||
|
||||
/// <summary>
|
||||
/// Event for spawning a Space Ninja mid-game.
|
||||
/// </summary>
|
||||
public sealed class SpaceNinjaSpawn : StationEventSystem
|
||||
{
|
||||
[Dependency] private readonly NinjaSystem _ninja = default!;
|
||||
[Dependency] private readonly IPrototypeManager _proto = default!;
|
||||
[Dependency] private readonly IRobustRandom _random = default!;
|
||||
[Dependency] private readonly GameTicker _ticker = default!;
|
||||
[Dependency] private readonly SharedTransformSystem _transform = default!;
|
||||
|
||||
public override string Prototype => "SpaceNinjaSpawn";
|
||||
|
||||
public override void Started()
|
||||
{
|
||||
base.Started();
|
||||
|
||||
if (StationSystem.Stations.Count == 0)
|
||||
{
|
||||
Sawmill.Error("No stations exist, cannot spawn space ninja!");
|
||||
return;
|
||||
}
|
||||
|
||||
var station = _random.Pick(StationSystem.Stations);
|
||||
if (!TryComp<StationDataComponent>(station, out var stationData))
|
||||
{
|
||||
Sawmill.Error("Chosen station isn't a station, cannot spawn space ninja!");
|
||||
return;
|
||||
}
|
||||
|
||||
// find a station grid
|
||||
var gridUid = StationSystem.GetLargestGrid(stationData);
|
||||
if (gridUid == null || !TryComp<MapGridComponent>(gridUid, out var grid))
|
||||
{
|
||||
Sawmill.Error("Chosen station has no grids, cannot spawn space ninja!");
|
||||
return;
|
||||
}
|
||||
|
||||
// figure out its AABB size and use that as a guide to how far ninja should be
|
||||
var config = (NinjaRuleConfiguration) Configuration;
|
||||
var size = grid.LocalAABB.Size.Length / 2;
|
||||
var distance = size + config.SpawnDistance;
|
||||
var angle = _random.NextAngle();
|
||||
// position relative to station center
|
||||
var location = angle.ToVec() * distance;
|
||||
|
||||
// create the spawner, the ninja will appear when a ghost has picked the role
|
||||
var xform = Transform(gridUid.Value);
|
||||
var position = _transform.GetWorldPosition(xform) + location;
|
||||
var coords = new MapCoordinates(position, xform.MapID);
|
||||
Sawmill.Info($"Creating ninja spawnpoint at {coords}");
|
||||
var spawner = Spawn("SpawnPointGhostSpaceNinja", coords);
|
||||
|
||||
// tell the player where the station is when they pick the role
|
||||
_ninja.SetNinjaStationGrid(spawner, gridUid.Value);
|
||||
|
||||
// start traitor rule incase it isn't, for the sweet greentext
|
||||
var rule = _proto.Index<GameRulePrototype>("Traitor");
|
||||
_ticker.StartGameRule(rule);
|
||||
}
|
||||
|
||||
public override void Added()
|
||||
{
|
||||
Sawmill.Info("Added space ninja spawn rule");
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user