Files
crystall-punk-14/Content.Shared/Ninja/Systems/NinjaSuitSystem.cs
deltanedas 98df9c6641 [fix] prevent removing battery from suit (#15491)
Co-authored-by: deltanedas <@deltanedas:kde.org>
2023-04-17 16:30:40 -06:00

160 lines
5.6 KiB
C#

using Content.Shared.Actions;
using Content.Shared.Inventory.Events;
using Content.Shared.Ninja.Components;
using Content.Shared.Stealth;
using Content.Shared.Stealth.Components;
using Content.Shared.Timing;
using Robust.Shared.Containers;
using Robust.Shared.Network;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
namespace Content.Shared.Ninja.Systems;
public abstract class SharedNinjaSuitSystem : EntitySystem
{
[Dependency] private readonly SharedNinjaGlovesSystem _gloves = default!;
[Dependency] protected readonly SharedNinjaSystem _ninja = default!;
[Dependency] private readonly SharedStealthSystem _stealth = default!;
[Dependency] protected readonly UseDelaySystem _useDelay = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<NinjaSuitComponent, GotEquippedEvent>(OnEquipped);
SubscribeLocalEvent<NinjaSuitComponent, GetItemActionsEvent>(OnGetItemActions);
SubscribeLocalEvent<NinjaSuitComponent, ContainerIsRemovingAttemptEvent>(OnSuitRemoveAttempt);
SubscribeLocalEvent<NinjaSuitComponent, GotUnequippedEvent>(OnUnequipped);
SubscribeNetworkEvent<SetCloakedMessage>(OnSetCloakedMessage);
}
private void OnEquipped(EntityUid uid, NinjaSuitComponent comp, GotEquippedEvent args)
{
var user = args.Equipee;
if (!TryComp<NinjaComponent>(user, out var ninja))
return;
NinjaEquippedSuit(uid, comp, user, ninja);
}
private void OnGetItemActions(EntityUid uid, NinjaSuitComponent comp, GetItemActionsEvent args)
{
args.Actions.Add(comp.TogglePhaseCloakAction);
args.Actions.Add(comp.RecallKatanaAction);
// TODO: ninja stars instead of soap, when embedding is a thing
// The cooldown should also be reduced from 10 to 1 or so
args.Actions.Add(comp.CreateSoapAction);
args.Actions.Add(comp.KatanaDashAction);
args.Actions.Add(comp.EmpAction);
}
private void OnSuitRemoveAttempt(EntityUid uid, NinjaSuitComponent comp, ContainerIsRemovingAttemptEvent args)
{
// no removing your battery idiot!!!
args.Cancel();
}
private void OnUnequipped(EntityUid uid, NinjaSuitComponent comp, GotUnequippedEvent args)
{
UserUnequippedSuit(uid, comp, args.Equipee);
}
/// <summary>
/// Called when a suit is equipped by a space ninja.
/// In the future it might be changed to an explicit activation toggle/verb like gloves are.
/// </summary>
protected virtual void NinjaEquippedSuit(EntityUid uid, NinjaSuitComponent comp, EntityUid user, NinjaComponent ninja)
{
// mark the user as wearing this suit, used when being attacked among other things
_ninja.AssignSuit(ninja, uid);
// initialize phase cloak
EnsureComp<StealthComponent>(user);
SetCloaked(user, comp.Cloaked);
}
/// <summary>
/// Force uncloak the user, disables suit abilities if the bool is set.
/// </summary>
public void RevealNinja(EntityUid uid, NinjaSuitComponent comp, EntityUid user, bool disableAbilities = false)
{
if (comp.Cloaked)
{
comp.Cloaked = false;
SetCloaked(user, false);
// TODO: add the box open thing its funny
if (disableAbilities)
_useDelay.BeginDelay(uid);
}
}
/// <summary>
/// Returns the power used by a suit
/// </summary>
public float SuitWattage(NinjaSuitComponent suit)
{
float wattage = suit.PassiveWattage;
if (suit.Cloaked)
wattage += suit.CloakWattage;
return wattage;
}
/// <summary>
/// Sets the stealth effect for a ninja cloaking.
/// Does not update suit Cloaked field, has to be done yourself.
/// </summary>
protected void SetCloaked(EntityUid user, bool cloaked)
{
if (!TryComp<StealthComponent>(user, out var stealth) || stealth.Deleted)
return;
// slightly visible, but doesn't change when moving so it's ok
var visibility = cloaked ? stealth.MinVisibility + 0.25f : stealth.MaxVisibility;
_stealth.SetVisibility(user, visibility, stealth);
_stealth.SetEnabled(user, cloaked, stealth);
}
/// <summary>
/// Called when a suit is unequipped, not necessarily by a space ninja.
/// In the future it might be changed to also have explicit deactivation via toggle.
/// </summary>
protected virtual void UserUnequippedSuit(EntityUid uid, NinjaSuitComponent comp, EntityUid user)
{
// mark the user as not wearing a suit
if (TryComp<NinjaComponent>(user, out var ninja))
{
_ninja.AssignSuit(ninja, null);
// disable glove abilities
if (ninja.Gloves != null && TryComp<NinjaGlovesComponent>(ninja.Gloves.Value, out var gloves))
_gloves.DisableGloves(gloves, user);
}
// force uncloak the user
comp.Cloaked = false;
SetCloaked(user, false);
RemComp<StealthComponent>(user);
}
private void OnSetCloakedMessage(SetCloakedMessage msg)
{
if (TryComp<NinjaComponent>(msg.User, out var ninja) && TryComp<NinjaSuitComponent>(ninja.Suit, out var suit))
{
suit.Cloaked = msg.Cloaked;
SetCloaked(msg.User, msg.Cloaked);
}
}
}
/// <summary>
/// Calls SetCloaked on the client from the server, along with updating the suit Cloaked bool.
/// </summary>
[Serializable, NetSerializable]
public sealed class SetCloakedMessage : EntityEventArgs
{
public EntityUid User;
public bool Cloaked;
}