Files
Delta-v/Content.Shared/Ninja/Components/SpaceNinjaComponent.cs
T
VanessaandTobias Berger ea2f0a21aa Ninja Stealth Fix?/Nerf? (#5217)
* Changed up how ninja's stealth is removed after they get hit.

* Logic fix

* Update Content.Shared/Ninja/Systems/SharedSpaceNinjaSystem.cs

Co-authored-by: Tobias Berger <toby@tobot.dev>
Signed-off-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>

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Signed-off-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
Co-authored-by: Tobias Berger <toby@tobot.dev>
2026-01-21 15:18:56 +01:00

66 lines
2.0 KiB
C#

using Content.Shared.Alert;
using Content.Shared.FixedPoint; // DeltaV
using Content.Shared.Ninja.Systems;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Ninja.Components;
/// <summary>
/// Component placed on a mob to make it a space ninja, able to use suit and glove powers.
/// Contains ids of all ninja equipment.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(SharedSpaceNinjaSystem))]
public sealed partial class SpaceNinjaComponent : Component
{
/// <summary>
/// Currently worn suit
/// </summary>
[DataField, AutoNetworkedField]
public EntityUid? Suit;
/// <summary>
/// Currently worn gloves, if enabled.
/// </summary>
[DataField, AutoNetworkedField]
public EntityUid? Gloves;
/// <summary>
/// Bound katana, set once picked up and never removed
/// </summary>
[DataField, AutoNetworkedField]
public EntityUid? Katana;
/// <summary>
/// Objective to complete after calling in a threat.
/// </summary>
[DataField]
public EntProtoId TerrorObjective = "TerrorObjective";
/// <summary>
/// Objective to complete after setting everyone to arrest.
/// </summary>
[DataField]
public EntProtoId MassArrestObjective = "MassArrestObjective";
/// <summary>
/// Objective to complete after the spider charge detonates.
/// </summary>
[DataField]
public EntProtoId SpiderChargeObjective = "SpiderChargeObjective";
/// <summary>
/// Alert to show for suit power.
/// </summary>
[DataField]
public ProtoId<AlertPrototype> SuitPowerAlert = "SuitPower";
/// <summary>
/// DeltaV - The minimum damage to reveal the ninja on damage. Should be positive, since negative values are considered healing.
/// Note that the ninja suit has 20% brute resist and punches deal 5 damage, so 4 should be enough to reveal.
/// </summary>
[DataField]
public FixedPoint2 MinimumRevealDamage = 4;
}