166 lines
5.7 KiB
C#
166 lines
5.7 KiB
C#
using Content.Shared.Ninja.Components;
|
|
using Content.Shared.Weapons.Melee.Events;
|
|
using Content.Shared.Weapons.Ranged.Events;
|
|
using Content.Shared.Popups;
|
|
using System.Diagnostics.CodeAnalysis;
|
|
using Content.Shared.Damage.Systems; // DeltaV
|
|
using Content.Shared.Stealth.Components; // DeltaV
|
|
using Robust.Shared.Prototypes; // DeltaV
|
|
|
|
namespace Content.Shared.Ninja.Systems;
|
|
|
|
/// <summary>
|
|
/// Provides shared ninja API, handles being attacked revealing ninja and stops guns from shooting.
|
|
/// </summary>
|
|
public abstract class SharedSpaceNinjaSystem : EntitySystem
|
|
{
|
|
[Dependency] protected readonly SharedNinjaSuitSystem Suit = default!;
|
|
[Dependency] protected readonly SharedPopupSystem Popup = default!;
|
|
[Dependency] private readonly IPrototypeManager _prototypeManager = default!; // DeltaV
|
|
|
|
public EntityQuery<SpaceNinjaComponent> NinjaQuery;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
NinjaQuery = GetEntityQuery<SpaceNinjaComponent>();
|
|
|
|
// SubscribeLocalEvent<SpaceNinjaComponent, AttackedEvent>(OnNinjaAttacked); // DeltaV - Handled by the DamageChangedEvent
|
|
SubscribeLocalEvent<SpaceNinjaComponent, MeleeAttackEvent>(OnNinjaAttack);
|
|
SubscribeLocalEvent<SpaceNinjaComponent, ShotAttemptedEvent>(OnShotAttempted);
|
|
|
|
SubscribeLocalEvent<SpaceNinjaComponent, DamageChangedEvent>(OnNinjaAttacked); // DeltaV - Reveal the ninja on damage
|
|
}
|
|
|
|
public bool IsNinja([NotNullWhen(true)] EntityUid? uid)
|
|
{
|
|
return NinjaQuery.HasComp(uid);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set the ninja's worn suit entity
|
|
/// </summary>
|
|
public void AssignSuit(Entity<SpaceNinjaComponent> ent, EntityUid? suit)
|
|
{
|
|
if (ent.Comp.Suit == suit)
|
|
return;
|
|
|
|
ent.Comp.Suit = suit;
|
|
Dirty(ent, ent.Comp);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set the ninja's worn gloves entity
|
|
/// </summary>
|
|
public void AssignGloves(Entity<SpaceNinjaComponent> ent, EntityUid? gloves)
|
|
{
|
|
if (ent.Comp.Gloves == gloves)
|
|
return;
|
|
|
|
ent.Comp.Gloves = gloves;
|
|
Dirty(ent, ent.Comp);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Bind a katana entity to a ninja, letting it be recalled and dash.
|
|
/// Does nothing if the player is not a ninja or already has a katana bound.
|
|
/// </summary>
|
|
public void BindKatana(Entity<SpaceNinjaComponent?> ent, EntityUid katana)
|
|
{
|
|
if (!NinjaQuery.Resolve(ent, ref ent.Comp, false) || ent.Comp.Katana != null)
|
|
return;
|
|
|
|
ent.Comp.Katana = katana;
|
|
Dirty(ent, ent.Comp);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the user's battery and tries to use some charge from it, returning true if successful.
|
|
/// Serverside only.
|
|
/// </summary>
|
|
public virtual bool TryUseCharge(EntityUid user, float charge)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// DeltaV - Handled by the DamageChangedEvent
|
|
/// <summary>
|
|
/// Handle revealing ninja if cloaked when attacked.
|
|
/// </summary>
|
|
//private void OnNinjaAttacked(Entity<SpaceNinjaComponent> ent, ref AttackedEvent args)
|
|
//{
|
|
// TryRevealNinja(ent, disable: true);
|
|
//}
|
|
// END DeltaV
|
|
|
|
/// <summary>
|
|
/// DeltaV - Handle revealing ninja if cloaked when attacked by a hitscan attack.
|
|
/// </summary>
|
|
private void OnNinjaAttacked(Entity<SpaceNinjaComponent> ent, ref DamageChangedEvent args)
|
|
{
|
|
// If there's no damage delta, just return
|
|
if (args.DamageDelta is not { } damage)
|
|
return;
|
|
|
|
// Don't reveal on (most) healing
|
|
if (!args.DamageIncreased)
|
|
return;
|
|
|
|
// If the damage doesn't have a source, we need to check the type, in case it
|
|
// was a grenade or explosion. We want to ignore airloss and toxin damage types.
|
|
if (!args.Origin.HasValue)
|
|
{
|
|
// If there are any negative values, its probably natual or chem healing, so don't reveal. It might be an OD from medicine.
|
|
if (!damage.AnyPositive())
|
|
return;
|
|
|
|
// Check the damage types for damage types that should reveal (brute, burns)
|
|
// Basically, we want to ignore most indirect forms of damage (airloss, toxins)
|
|
var damageGroups = damage.GetDamagePerGroup(_prototypeManager);
|
|
if (!damageGroups.ContainsKey("Brute") && !damageGroups.ContainsKey("Burn")) // This feels a bit dirty, oh well.
|
|
return;
|
|
}
|
|
|
|
// Only reveal on damage at least the minumum. This prevents tiny ticks of damage (e.g. from malign rifts pulses)
|
|
if (damage.GetTotal() < ent.Comp.MinimumRevealDamage)
|
|
return;
|
|
|
|
// Yea, now reveal that son of a bitch >:3
|
|
TryRevealNinja(ent, disable: true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Handle revealing ninja if cloaked when attacking.
|
|
/// Only reveals, there is no cooldown.
|
|
/// </summary>
|
|
private void OnNinjaAttack(Entity<SpaceNinjaComponent> ent, ref MeleeAttackEvent args)
|
|
{
|
|
TryRevealNinja(ent, disable: false);
|
|
}
|
|
|
|
private void TryRevealNinja(Entity<SpaceNinjaComponent> ent, bool disable)
|
|
{
|
|
// DeltaV - Reveal ninja on damage
|
|
if (ent.Comp.Suit is not {} uid)
|
|
return;
|
|
|
|
if (!TryComp<NinjaSuitComponent>(ent.Comp.Suit, out var suit))
|
|
return;
|
|
|
|
if (!HasComp<StealthComponent>(ent)) // Only attempt to reveal if stealthed
|
|
return;
|
|
// END DeltaV
|
|
Suit.RevealNinja((uid, suit), ent, disable: disable);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Require ninja to fight with HONOR, no guns!
|
|
/// </summary>
|
|
private void OnShotAttempted(Entity<SpaceNinjaComponent> ent, ref ShotAttemptedEvent args)
|
|
{
|
|
Popup.PopupClient(Loc.GetString("gun-disabled"), ent, ent);
|
|
args.Cancel();
|
|
}
|
|
}
|