+++ /dev/null
-using Content.Shared.Ninja.Systems;
-
-namespace Content.Client.Ninja.Systems;
-
-/// <summary>
-/// Does nothing special, only exists to provide a client implementation.
-/// </summary>
-public sealed class NinjaGlovesSystem : SharedNinjaGlovesSystem
-{
-}
+++ /dev/null
-using Content.Shared.Ninja.Systems;
-
-namespace Content.Client.Ninja.Systems;
-
-/// <summary>
-/// Does nothing special, only exists to provide a client implementation.
-/// </summary>
-public sealed class NinjaSuitSystem : SharedNinjaSuitSystem
-{
-}
+++ /dev/null
-using Content.Shared.Ninja.Systems;
-
-namespace Content.Client.Ninja.Systems;
-
-/// <summary>
-/// Currently does nothing special clientside.
-/// All functionality is in shared and server.
-/// Only exists to prevent crashing.
-/// </summary>
-public sealed class NinjaSystem : SharedNinjaSystem
-{
-}
if (!enabled)
{
if (component.HadOutline)
- EnsureComp<InteractionOutlineComponent>(uid);
+ AddComp<InteractionOutlineComponent>(uid);
return;
}
using Content.Server.GameTicking.Rules;
using Content.Server.Mind.Components;
-using Content.Server.Ninja.Systems;
using Content.Server.Zombies;
using Content.Shared.Administration;
using Content.Shared.Database;
{
[Dependency] private readonly ZombifyOnDeathSystem _zombify = default!;
[Dependency] private readonly TraitorRuleSystem _traitorRule = default!;
- [Dependency] private readonly NinjaSystem _ninja = default!;
[Dependency] private readonly NukeopsRuleSystem _nukeopsRule = default!;
[Dependency] private readonly PiratesRuleSystem _piratesRule = default!;
};
args.Verbs.Add(pirate);
- Verb spaceNinja = new()
- {
- Text = "Make space ninja",
- Category = VerbCategory.Antag,
- Icon = new SpriteSpecifier.Rsi(new ResourcePath("/Textures/Objects/Weapons/Melee/energykatana.rsi"), "icon"),
- Act = () =>
- {
- if (targetMindComp.Mind == null || targetMindComp.Mind.Session == null)
- return;
-
- _ninja.MakeNinja(targetMindComp.Mind);
- },
- Impact = LogImpact.High,
- Message = Loc.GetString("admin-verb-make-space-ninja"),
- };
- args.Verbs.Add(spaceNinja);
}
}
{
SetState(uid, DoorState.Emagging, door);
PlaySound(uid, door.SparkSound, AudioParams.Default.WithVolume(8), args.UserUid, false);
- var emagged = new DoorEmaggedEvent(args.UserUid);
- RaiseLocalEvent(uid, ref emagged);
args.Handled = true;
}
}
}
}
-public sealed class PryFinishedEvent : EntityEventArgs { }
-public sealed class PryCancelledEvent : EntityEventArgs { }
-
-/// <summary>
-/// Event raised when a door is emagged, either with an emag or a Space Ninja's doorjack ability.
-/// Used to track doors for ninja's objective.
-/// </summary>
-[ByRefEvent]
-public readonly record struct DoorEmaggedEvent(EntityUid UserUid);
}
}
- /// <inheritdoc/>
- public override bool TryDoElectrocution(
+ /// <param name="uid">Entity being electrocuted.</param>
+ /// <param name="sourceUid">Source entity of the electrocution.</param>
+ /// <param name="shockDamage">How much shock damage the entity takes.</param>
+ /// <param name="time">How long the entity will be stunned.</param>
+ /// <param name="refresh">Should <paramref>time</paramref> be refreshed (instead of accumilated) if the entity is already electrocuted?</param>
+ /// <param name="siemensCoefficient">How insulated the entity is from the shock. 0 means completely insulated, and 1 means no insulation.</param>
+ /// <param name="statusEffects">Status effects to apply to the entity.</param>
+ /// <param name="ignoreInsulation">Should the electrocution bypass the Insulated component?</param>
+ /// <returns>Whether the entity <see cref="uid"/> was stunned by the shock.</returns>
+ public bool TryDoElectrocution(
EntityUid uid, EntityUid? sourceUid, int shockDamage, TimeSpan time, bool refresh, float siemensCoefficient = 1f,
StatusEffectsComponent? statusEffects = null, bool ignoreInsulation = false)
{
+++ /dev/null
-namespace Content.Server.Explosion.Components;
-
-/// <summary>
-/// Disallows starting the timer by hand, must be stuck or triggered by a system.
-/// </summary>
-[RegisterComponent]
-public sealed class AutomatedTimerComponent : Component
-{
-}
private void OnTimerUse(EntityUid uid, OnUseTimerTriggerComponent component, UseInHandEvent args)
{
- if (args.Handled || HasComp<AutomatedTimerComponent>(uid))
+ if (args.Handled)
return;
HandleTimerTrigger(
+++ /dev/null
-using Content.Server.Objectives;
-using Robust.Shared.Audio;
-using Robust.Shared.Prototypes;
-using Robust.Shared.Serialization;
-using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
-using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
-
-namespace Content.Server.GameTicking.Rules.Configurations;
-
-/// <summary>
-/// Configuration for the Space Ninja antag.
-/// </summary>
-public sealed class NinjaRuleConfiguration : StationEventRuleConfiguration
-{
- /// <summary>
- /// List of objective prototype ids to add
- /// </summary>
- [DataField("objectives", required: true, customTypeSerializer: typeof(PrototypeIdListSerializer<ObjectivePrototype>))]
- public readonly List<string> Objectives = new();
-
- // TODO: move to job and use job???
- /// <summary>
- /// List of implants to inject on spawn
- /// </summary>
- [DataField("implants", required: true, customTypeSerializer: typeof(PrototypeIdListSerializer<EntityPrototype>))]
- public readonly List<string> Implants = new();
-
- /// <summary>
- /// List of threats that can be called in
- /// </summary>
- [DataField("threats", required: true)]
- public readonly List<Threat> Threats = new();
-
- /// <summary>
- /// Sound played when making the player a ninja via antag control or ghost role
- /// </summary>
- [DataField("greetingSound", customTypeSerializer: typeof(SoundSpecifierTypeSerializer))]
- public SoundSpecifier? GreetingSound = new SoundPathSpecifier("/Audio/Misc/ninja_greeting.ogg");
-
- /// <summary>
- /// Distance that the ninja spawns from the station's half AABB radius
- /// </summary>
- [DataField("spawnDistance")]
- public float SpawnDistance = 20f;
-}
-
-/// <summary>
-/// A threat that can be called in to the station by a ninja hacking a communications console.
-/// Generally some kind of mid-round antag, though you could make it call in scrubber backflow if you wanted to.
-/// You wouldn't do that, right?
-/// </summary>
-[DataDefinition]
-public sealed class Threat
-{
- /// <summary>
- /// Locale id for the announcement to be made from CentCom.
- /// </summary>
- [DataField("announcement")]
- public readonly string Announcement = default!;
-
- /// <summary>
- /// The game rule for the threat to be added, it should be able to work when added mid-round otherwise this will do nothing.
- /// </summary>
- [DataField("rule", customTypeSerializer: typeof(PrototypeIdSerializer<GameRulePrototype>))]
- public readonly string Rule = default!;
-}
+++ /dev/null
-namespace Content.Server.Ninja.Components;
-
-/// <summary>
-/// Used by space ninja to indicate what station grid to head towards.
-/// </summary>
-[RegisterComponent]
-public sealed class NinjaStationGridComponent : Component
-{
- /// <summary>
- /// The grid uid being targeted.
- /// </summary>
- public EntityUid Grid;
-}
+++ /dev/null
-using Content.Server.Traitor;
-using Content.Shared.Roles;
-
-namespace Content.Server.Ninja;
-
-/// <summary>
-/// Stores the ninja's objectives in the mind so if they die the rest of the greentext persists.
-/// </summary>
-public sealed class NinjaRole : TraitorRole
-{
- public NinjaRole(Mind.Mind mind, AntagPrototype antagPrototype) : base(mind, antagPrototype) { }
-
- /// <summary>
- /// Number of doors that have been doorjacked, used for objective
- /// </summary>
- [ViewVariables]
- public int DoorsJacked = 0;
-
- /// <summary>
- /// Research nodes that have been downloaded, used for objective
- /// </summary>
- // TODO: client doesn't need to know what nodes are downloaded, just how many
- [ViewVariables]
- public HashSet<string> DownloadedNodes = new();
-
- /// <summary>
- /// Warp point that the spider charge has to target
- /// </summary>
- [ViewVariables]
- public EntityUid? SpiderChargeTarget = null;
-
- /// <summary>
- /// Whether the spider charge has been detonated on the target, used for objective
- /// </summary>
- [ViewVariables]
- public bool SpiderChargeDetonated;
-
- /// <summary>
- /// Whether the comms console has been hacked, used for objective
- /// </summary>
- [ViewVariables]
- public bool CalledInThreat;
-}
+++ /dev/null
-using Content.Server.Communications;
-using Content.Server.DoAfter;
-using Content.Server.Ninja.Systems;
-using Content.Server.Power.Components;
-using Content.Shared.DoAfter;
-using Content.Shared.Interaction.Events;
-using Content.Shared.Ninja.Components;
-using Content.Shared.Ninja.Systems;
-using Content.Shared.Popups;
-using Content.Shared.Research.Components;
-
-namespace Content.Server.Ninja.Systems;
-
-public sealed class NinjaGlovesSystem : SharedNinjaGlovesSystem
-{
- [Dependency] private readonly new NinjaSystem _ninja = default!;
-
- protected override void OnDrain(EntityUid uid, NinjaDrainComponent comp, InteractionAttemptEvent args)
- {
- if (!GloveCheck(uid, args, out var gloves, out var user, out var target)
- || !HasComp<PowerNetworkBatteryComponent>(target))
- return;
-
- // nicer for spam-clicking to not open apc ui, and when draining starts, so cancel the ui action
- args.Cancel();
-
- var doAfterArgs = new DoAfterArgs(user, comp.DrainTime, new DrainDoAfterEvent(), target: target, used: uid, eventTarget: uid)
- {
- BreakOnUserMove = true,
- MovementThreshold = 0.5f,
- CancelDuplicate = false
- };
-
- _doAfter.TryStartDoAfter(doAfterArgs);
- }
-
- protected override void OnDownloadDoAfter(EntityUid uid, NinjaDownloadComponent comp, DownloadDoAfterEvent args)
- {
- if (args.Cancelled || args.Handled)
- return;
-
- var user = args.User;
- var target = args.Target;
-
- if (!TryComp<NinjaComponent>(user, out var ninja)
- || !TryComp<TechnologyDatabaseComponent>(target, out var database))
- return;
-
- var gained = _ninja.Download(uid, database.TechnologyIds);
- var str = gained == 0
- ? Loc.GetString("ninja-download-fail")
- : Loc.GetString("ninja-download-success", ("count", gained), ("server", target));
-
- Popups.PopupEntity(str, user, user, PopupType.Medium);
- }
-
- protected override void OnTerror(EntityUid uid, NinjaTerrorComponent comp, InteractionAttemptEvent args)
- {
- if (!GloveCheck(uid, args, out var gloves, out var user, out var target)
- || !_ninja.GetNinjaRole(user, out var role)
- || !HasComp<CommunicationsConsoleComponent>(target))
- return;
-
-
- // can only do it once
- if (role.CalledInThreat)
- {
- Popups.PopupEntity(Loc.GetString("ninja-terror-already-called"), user, user);
- return;
- }
-
- var doAfterArgs = new DoAfterArgs(user, comp.TerrorTime, new TerrorDoAfterEvent(), target: target, used: uid, eventTarget: uid)
- {
- BreakOnDamage = true,
- BreakOnUserMove = true,
- MovementThreshold = 0.5f,
- CancelDuplicate = false
- };
-
- _doAfter.TryStartDoAfter(doAfterArgs);
- // FIXME: doesnt work, don't show the console popup
- args.Cancel();
- }
-
- protected override void OnTerrorDoAfter(EntityUid uid, NinjaTerrorComponent comp, TerrorDoAfterEvent args)
- {
- if (args.Cancelled || args.Handled)
- return;
-
- _ninja.CallInThreat(args.User);
- }
-}
+++ /dev/null
-using Content.Server.Emp;
-using Content.Server.Popups;
-using Content.Server.Power.Components;
-using Content.Server.PowerCell;
-using Content.Shared.Actions;
-using Content.Shared.Examine;
-using Content.Shared.Hands.EntitySystems;
-using Content.Shared.Ninja.Components;
-using Content.Shared.Ninja.Systems;
-using Content.Shared.Popups;
-using Robust.Shared.Containers;
-
-namespace Content.Server.Ninja.Systems;
-
-public sealed class NinjaSuitSystem : SharedNinjaSuitSystem
-{
- [Dependency] private readonly EmpSystem _emp = default!;
- [Dependency] private readonly SharedHandsSystem _hands = default!;
- [Dependency] private readonly new NinjaSystem _ninja = default!;
- [Dependency] private readonly PopupSystem _popups = default!;
- [Dependency] private readonly PowerCellSystem _powerCell = default!;
- [Dependency] private readonly SharedTransformSystem _transform = default!;
-
- public override void Initialize()
- {
- base.Initialize();
-
- // TODO: maybe have suit activation stuff
- SubscribeLocalEvent<NinjaSuitComponent, ContainerIsInsertingAttemptEvent>(OnSuitInsertAttempt);
- SubscribeLocalEvent<NinjaSuitComponent, ExaminedEvent>(OnExamined);
- SubscribeLocalEvent<NinjaSuitComponent, TogglePhaseCloakEvent>(OnTogglePhaseCloak);
- SubscribeLocalEvent<NinjaSuitComponent, CreateSoapEvent>(OnCreateSoap);
- SubscribeLocalEvent<NinjaSuitComponent, RecallKatanaEvent>(OnRecallKatana);
- SubscribeLocalEvent<NinjaSuitComponent, NinjaEmpEvent>(OnEmp);
- }
-
- protected override void NinjaEquippedSuit(EntityUid uid, NinjaSuitComponent comp, EntityUid user, NinjaComponent ninja)
- {
- base.NinjaEquippedSuit(uid, comp, user, ninja);
-
- _ninja.SetSuitPowerAlert(user);
- }
-
- // TODO: if/when battery is in shared, put this there too
- private void OnSuitInsertAttempt(EntityUid uid, NinjaSuitComponent comp, ContainerIsInsertingAttemptEvent args)
- {
- // no power cell for some reason??? allow it
- if (!_powerCell.TryGetBatteryFromSlot(uid, out var battery))
- return;
-
- // can only upgrade power cell, not swap to recharge instantly otherwise ninja could just swap batteries with flashlights in maints for easy power
- if (!TryComp<BatteryComponent>(args.EntityUid, out var inserting) || inserting.MaxCharge <= battery.MaxCharge)
- {
- args.Cancel();
- }
- }
-
- private void OnExamined(EntityUid uid, NinjaSuitComponent comp, ExaminedEvent args)
- {
- // TODO: make this also return the uid of the battery
- if (_powerCell.TryGetBatteryFromSlot(uid, out var battery))
- RaiseLocalEvent(battery.Owner, args);
- }
-
- protected override void UserUnequippedSuit(EntityUid uid, NinjaSuitComponent comp, EntityUid user)
- {
- base.UserUnequippedSuit(uid, comp, user);
-
- // remove power indicator
- _ninja.SetSuitPowerAlert(user);
- }
-
- private void OnTogglePhaseCloak(EntityUid uid, NinjaSuitComponent comp, TogglePhaseCloakEvent args)
- {
- args.Handled = true;
- var user = args.Performer;
- // need 1 second of charge to turn on stealth
- var chargeNeeded = SuitWattage(comp);
- if (!comp.Cloaked && (!_ninja.GetNinjaBattery(user, out var battery) || battery.CurrentCharge < chargeNeeded || _useDelay.ActiveDelay(uid)))
- {
- _popups.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
- return;
- }
-
- comp.Cloaked = !comp.Cloaked;
- SetCloaked(args.Performer, comp.Cloaked);
- RaiseNetworkEvent(new SetCloakedMessage()
- {
- User = user,
- Cloaked = comp.Cloaked
- });
- }
-
- private void OnCreateSoap(EntityUid uid, NinjaSuitComponent comp, CreateSoapEvent args)
- {
- args.Handled = true;
- var user = args.Performer;
- if (!_ninja.TryUseCharge(user, comp.SoapCharge) || _useDelay.ActiveDelay(uid))
- {
- _popups.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
- return;
- }
-
- // try to put soap in hand, otherwise it goes on the ground
- var soap = Spawn(comp.SoapPrototype, Transform(user).Coordinates);
- _hands.TryPickupAnyHand(user, soap);
- }
-
- private void OnRecallKatana(EntityUid uid, NinjaSuitComponent comp, RecallKatanaEvent args)
- {
- args.Handled = true;
- var user = args.Performer;
- if (!TryComp<NinjaComponent>(user, out var ninja) || ninja.Katana == null)
- return;
-
- // 1% charge per tile
- var katana = ninja.Katana.Value;
- var coords = _transform.GetWorldPosition(katana);
- var distance = (_transform.GetWorldPosition(user) - coords).Length;
- var chargeNeeded = (float) distance * 3.6f;
- if (!_ninja.TryUseCharge(user, chargeNeeded) || _useDelay.ActiveDelay(uid))
- {
- _popups.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
- return;
- }
-
- // TODO: teleporting into belt slot
- var message = _hands.TryPickupAnyHand(user, katana)
- ? "ninja-katana-recalled"
- : "ninja-hands-full";
- _popups.PopupEntity(Loc.GetString(message), user, user);
- }
-
- private void OnEmp(EntityUid uid, NinjaSuitComponent comp, NinjaEmpEvent args)
- {
- args.Handled = true;
- var user = args.Performer;
- if (!_ninja.TryUseCharge(user, comp.EmpCharge) || _useDelay.ActiveDelay(uid))
- {
- _popups.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
- return;
- }
-
- // I don't think this affects the suit battery, but if it ever does in the future add a blacklist for it
- var coords = Transform(user).MapPosition;
- _emp.EmpPulse(coords, comp.EmpRange, comp.EmpConsumption);
- }
-}
+++ /dev/null
-using Content.Server.Administration.Commands;
-using Content.Server.Body.Systems;
-using Content.Server.Chat.Managers;
-using Content.Server.Chat.Systems;
-using Content.Server.Doors.Systems;
-using Content.Server.GameTicking;
-using Content.Server.GameTicking.Rules;
-using Content.Server.GameTicking.Rules.Configurations;
-using Content.Server.Ghost.Roles.Events;
-using Content.Server.Mind.Components;
-using Content.Server.Ninja;
-using Content.Server.Ninja.Components;
-using Content.Server.Objectives;
-using Content.Server.Popups;
-using Content.Server.Power.Components;
-using Content.Server.PowerCell;
-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;
-using System.Linq;
-
-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>
- /// Download the given set of nodes, returning how many new nodes were downloaded.'
- /// </summary>
- public int Download(EntityUid uid, List<string> ids)
- {
- if (!GetNinjaRole(uid, out var role))
- return 0;
-
- var oldCount = role.DownloadedNodes.Count;
- role.DownloadedNodes.UnionWith(ids);
- var newCount = role.DownloadedNodes.Count;
- return newCount - oldCount;
- }
-
- /// <summary>
- /// Gets a ninja's role using the player's mind
- /// </summary>
- public static bool GetNinjaRole(Mind.Mind? mind, [NotNullWhen(true)] out NinjaRole? role)
- {
- if (mind == null)
- {
- role = null;
- return false;
- }
-
- role = (NinjaRole?) mind.AllRoles
- .Where(r => r is NinjaRole)
- .FirstOrDefault();
- return role != null;
- }
-
- /// <summary>
- /// Gets a ninja's role using the player's entity id
- /// </summary>
- public bool GetNinjaRole(EntityUid uid, [NotNullWhen(true)] out NinjaRole? role)
- {
- role = null;
- if (!TryComp<MindComponent>(uid, out var mind))
- return false;
-
- return GetNinjaRole(mind.Mind, out role);
- }
-
- /// <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);
- }
-
- /// <summary>
- /// Completes the objective, makes announcement and adds rule of a random threat.
- /// </summary>
- public void CallInThreat(EntityUid uid)
- {
- var config = RuleConfig();
- if (config.Threats.Count == 0 || !GetNinjaRole(uid, out var role) || role.CalledInThreat)
- return;
-
- role.CalledInThreat = true;
-
- 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);
- }
- }
-
- 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)
- {
- Logger.ErrorS("ninja_testing", "AMONG US 2 RELASED");
- if (TryComp<MindComponent>(uid, out var mind) && mind.Mind != null)
- GreetNinja(mind.Mind);
- }
-
- private void GreetNinja(Mind.Mind mind)
- {
- Logger.ErrorS("ninja_testing", "GREETING");
- if (!mind.TryGetSession(out var session))
- return;
-
- var config = RuleConfig();
- var role = new NinjaRole(mind, _proto.Index<AntagPrototype>("SpaceNinja"));
- mind.AddRole(role);
- _traitorRule.Traitors.Add(role);
- foreach (var objective in config.Objectives)
- {
- AddObjective(mind, objective);
- }
-
- Logger.ErrorS("ninja_testing", "added role");
- // 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)
- role.SpiderChargeTarget = _random.Pick(warps);
-
- _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 = $"({(int) gridPos.X}, {(int) gridPos.Y})";
- var msg = Loc.GetString("ninja-role-greeting-direction", ("direction", direction), ("position", position));
- _chatMan.DispatchServerMessage(session, msg);
- }
- }
-
- private void OnDoorEmagged(EntityUid uid, DoorComponent door, ref DoorEmaggedEvent args)
- {
- // make sure it's a ninja doorjacking it
- if (GetNinjaRole(args.UserUid, out var role))
- role.DoorsJacked++;
- }
-
- private void UpdateNinja(EntityUid uid, NinjaComponent ninja, float frameTime)
- {
- if (ninja.Suit == null || !TryComp<NinjaSuitComponent>(ninja.Suit, out var suit))
- return;
-
- float wattage = _suit.SuitWattage(suit);
-
- SetSuitPowerAlert(uid, ninja);
- if (!TryUseCharge(uid, wattage * frameTime))
- {
- // ran out of power, reveal ninja
- _suit.RevealNinja(ninja.Suit.Value, suit, uid);
- }
- }
-
- private void AddObjective(Mind.Mind mind, string name)
- {
- if (_proto.TryIndex<ObjectivePrototype>(name, out var objective))
- mind.TryAddObjective(objective);
- else
- Logger.Error($"Ninja has unknown objective prototype: {name}");
- }
-}
+++ /dev/null
-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 (!_ninja.GetNinjaRole(user, out var role))
- {
- _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 (role.SpiderChargeTarget == null)
- return;
-
- // assumes warp point still exists
- var target = Transform(role.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;
- }
- }
-
- 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 || !_ninja.GetNinjaRole(comp.Planter.Value, out var role))
- return;
-
- // assumes the target was destroyed, that the charge wasn't moved somehow
- role.SpiderChargeDetonated = true;
- }
-}
+++ /dev/null
-using Content.Server.Ninja.Systems;
-using Content.Server.Objectives.Interfaces;
-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
- {
- // prevent divide-by-zero
- if (_target == 0)
- return 1f;
-
- if (!NinjaSystem.GetNinjaRole(_mind, out var role))
- return 0f;
-
- return (float) role.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);
- }
-}
+++ /dev/null
-using Content.Server.Ninja.Systems;
-using Content.Server.Objectives.Interfaces;
-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;
-
- if (!NinjaSystem.GetNinjaRole(_mind, out var role))
- return 0f;
-
- return (float) role.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);
- }
-}
+++ /dev/null
-using Content.Server.Ninja.Systems;
-using Content.Server.Objectives.Interfaces;
-using Content.Server.Warps;
-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 (!NinjaSystem.GetNinjaRole(_mind, out var role)
- || role.SpiderChargeTarget == null
- || !entMan.TryGetComponent<WarpPointComponent>(role.SpiderChargeTarget, out var warp)
- || warp.Location == null)
- // this should never really happen but eh
- 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
- {
- if (!NinjaSystem.GetNinjaRole(_mind, out var role))
- return 0f;
-
- return role.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;
- }
-}
+++ /dev/null
-using Content.Server.Objectives.Interfaces;
-using Robust.Shared.Utility;
-
-namespace Content.Server.Objectives.Conditions;
-
-[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);
- }
-}
+++ /dev/null
-using Content.Server.Ninja.Systems;
-using Content.Server.Objectives.Interfaces;
-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
- {
- if (!NinjaSystem.GetNinjaRole(_mind, out var role))
- return 0f;
-
- return role.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;
- }
-}
+++ /dev/null
-using Content.Server.Objectives.Interfaces;
-using Content.Server.Ninja;
-
-namespace Content.Server.Objectives.Requirements;
-
-[DataDefinition]
-public sealed class NinjaRequirement : IObjectiveRequirement
-{
- public bool CanBeAssigned(Mind.Mind mind)
- {
- return mind.HasRole<NinjaRole>();
- }
-}
+++ /dev/null
-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");
- }
-}
namespace Content.Server.Traitor
{
- [Virtual]
- public class TraitorRole : Role
+ public sealed class TraitorRole : Role
{
public AntagPrototype Prototype { get; }
Debug3,
Debug4,
Debug5,
- Debug6,
- SuitPower
+ Debug6
}
}
using Content.Shared.Inventory;
-using Content.Shared.StatusEffect;
using Robust.Shared.GameStates;
namespace Content.Shared.Electrocution
Dirty(insulated);
}
- /// <param name="uid">Entity being electrocuted.</param>
- /// <param name="sourceUid">Source entity of the electrocution.</param>
- /// <param name="shockDamage">How much shock damage the entity takes.</param>
- /// <param name="time">How long the entity will be stunned.</param>
- /// <param name="refresh">Should <paramref>time</paramref> be refreshed (instead of accumilated) if the entity is already electrocuted?</param>
- /// <param name="siemensCoefficient">How insulated the entity is from the shock. 0 means completely insulated, and 1 means no insulation.</param>
- /// <param name="statusEffects">Status effects to apply to the entity.</param>
- /// <param name="ignoreInsulation">Should the electrocution bypass the Insulated component?</param>
- /// <returns>Whether the entity <see cref="uid"/> was stunned by the shock.</returns>
- public virtual bool TryDoElectrocution(
- EntityUid uid, EntityUid? sourceUid, int shockDamage, TimeSpan time, bool refresh, float siemensCoefficient = 1f,
- StatusEffectsComponent? statusEffects = null, bool ignoreInsulation = false)
- {
- // only done serverside
- return false;
- }
-
private void OnInsulatedElectrocutionAttempt(EntityUid uid, InsulatedComponent insulated, ElectrocutionAttemptEvent args)
{
args.SiemensCoefficient *= insulated.SiemensCoefficient;
// Have to be on same map regardless.
if (other.MapId != origin.MapId)
return false;
+
var dir = other.Position - origin.Position;
var length = dir.Length;
+++ /dev/null
-using Content.Shared.Actions;
-using Content.Shared.Actions.ActionTypes;
-using Content.Shared.Ninja.Systems;
-using Robust.Shared.Audio;
-using Robust.Shared.GameStates;
-using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
-using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
-using Robust.Shared.Serialization;
-
-namespace Content.Shared.Ninja.Components;
-
-/// <summary>
-/// Component for a Space Ninja's katana, controls its dash sound.
-/// Requires a ninja with a suit for abilities to work.
-/// </summary>
-// basically emag but without immune tag, TODO: make the charge thing its own component and have emag use it too
-[Access(typeof(EnergyKatanaSystem))]
-[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
-public sealed partial class EnergyKatanaComponent : Component
-{
- public EntityUid? Ninja = null;
-
- /// <summary>
- /// Sound played when using dash action.
- /// </summary>
- [DataField("blinkSound")]
- public SoundSpecifier BlinkSound = new SoundPathSpecifier("/Audio/Magic/blink.ogg");
-
- /// <summary>
- /// Volume control for katana dash action.
- /// </summary>
- [DataField("blinkVolume")]
- public float BlinkVolume = 5f;
-
- /// <summary>
- /// The maximum number of dash charges the katana can have
- /// </summary>
- [DataField("maxCharges"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
- public int MaxCharges = 3;
-
- /// <summary>
- /// The current number of dash charges on the katana
- /// </summary>
- [DataField("charges"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
- public int Charges = 3;
-
- /// <summary>
- /// Whether or not the katana automatically recharges over time.
- /// </summary>
- [DataField("autoRecharge"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
- public bool AutoRecharge = true;
-
- /// <summary>
- /// The time it takes to regain a single dash charge
- /// </summary>
- [DataField("rechargeDuration"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
- public TimeSpan RechargeDuration = TimeSpan.FromSeconds(20);
-
- /// <summary>
- /// The time when the next dash charge will be added
- /// </summary>
- [DataField("nextChargeTime", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
- public TimeSpan NextChargeTime = TimeSpan.MaxValue;
-}
-
-public sealed class KatanaDashEvent : WorldTargetActionEvent { }
+++ /dev/null
-using Content.Shared.Ninja.Systems;
-using Robust.Shared.GameStates;
-using Robust.Shared.Serialization;
-
-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(SharedNinjaSystem))]
-public sealed partial class NinjaComponent : Component
-{
- /// <summary>
- /// Grid entity of the station the ninja was spawned around. Set if spawned naturally by the event.
- /// </summary>
- [ViewVariables, AutoNetworkedField]
- public EntityUid? StationGrid;
-
- /// <summary>
- /// Currently worn suit
- /// </summary>
- [ViewVariables]
- public EntityUid? Suit = null;
-
- /// <summary>
- /// Currently worn gloves
- /// </summary>
- [ViewVariables]
- public EntityUid? Gloves = null;
-
- /// <summary>
- /// Bound katana, set once picked up and never removed
- /// </summary>
- [ViewVariables]
- public EntityUid? Katana = null;
-}
+++ /dev/null
-using Content.Shared.Actions;
-using Content.Shared.Actions.ActionTypes;
-using Content.Shared.DoAfter;
-using Content.Shared.Ninja.Systems;
-using Content.Shared.Tag;
-using Content.Shared.Toggleable;
-using Robust.Shared.Audio;
-using Robust.Shared.GameStates;
-using Robust.Shared.Serialization;
-using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
-using Robust.Shared.Utility;
-using System.Threading;
-
-namespace Content.Shared.Ninja.Components;
-
-/// <summary>
-/// Component for toggling glove powers.
-/// Powers being enabled is controlled by GlovesEnabledComponent
-/// </summary>
-[Access(typeof(SharedNinjaGlovesSystem))]
-[RegisterComponent, NetworkedComponent]
-public sealed class NinjaGlovesComponent : Component
-{
- /// <summary>
- /// Entity of the ninja using these gloves, usually means enabled
- /// </summary>
- [ViewVariables]
- public EntityUid? User;
-
- /// <summary>
- /// The action for toggling ninja gloves abilities
- /// </summary>
- [DataField("toggleAction")]
- public InstantAction ToggleAction = new()
- {
- DisplayName = "action-name-toggle-ninja-gloves",
- Description = "action-desc-toggle-ninja-gloves",
- Priority = -13,
- Event = new ToggleActionEvent()
- };
-}
-
-/// <summary>
-/// Component for emagging doors on click, when gloves are enabled.
-/// Only works on entities with DoorComponent.
-/// </summary>
-[RegisterComponent]
-public sealed class NinjaDoorjackComponent : Component
-{
- /// <summary>
- /// The tag that marks an entity as immune to doorjacking
- /// </summary>
- [DataField("emagImmuneTag", customTypeSerializer: typeof(PrototypeIdSerializer<TagPrototype>))]
- public string EmagImmuneTag = "EmagImmune";
-}
-
-/// <summary>
-/// Component for stunning mobs on click, when gloves are enabled.
-/// Knocks them down for a bit and deals shock damage.
-/// </summary>
-[RegisterComponent]
-public sealed class NinjaStunComponent : Component
-{
- /// <summary>
- /// Joules required in the suit to stun someone. Defaults to 10 uses on a small battery.
- /// </summary>
- [DataField("stunCharge")]
- public float StunCharge = 36.0f;
-
- /// <summary>
- /// Shock damage dealt when stunning someone
- /// </summary>
- [DataField("stunDamage")]
- public int StunDamage = 5;
-
- /// <summary>
- /// Time that someone is stunned for, stacks if done multiple times.
- /// </summary>
- [DataField("stunTime")]
- public TimeSpan StunTime = TimeSpan.FromSeconds(3);
-}
-
-/// <summary>
-/// Component for draining power from APCs/substations/SMESes, when gloves are enabled.
-/// </summary>
-[RegisterComponent]
-public sealed class NinjaDrainComponent : Component
-{
- /// <summary>
- /// Conversion rate between joules in a device and joules added to suit.
- /// Should be very low since powercells store nothing compared to even an APC.
- /// </summary>
- [DataField("drainEfficiency")]
- public float DrainEfficiency = 0.001f;
-
- /// <summary>
- /// Time that the do after takes to drain charge from a battery, in seconds
- /// </summary>
- [DataField("drainTime")]
- public float DrainTime = 1f;
-
- [DataField("sparkSound")]
- public SoundSpecifier SparkSound = new SoundCollectionSpecifier("sparks");
-}
-
-/// <summary>
-/// Component for downloading research nodes from a R&D server, when gloves are enabled.
-/// Requirement for greentext.
-/// </summary>
-[RegisterComponent]
-public sealed class NinjaDownloadComponent : Component
-{
- /// <summary>
- /// Time taken to download research from a server
- /// </summary>
- [DataField("downloadTime")]
- public float DownloadTime = 20f;
-}
-
-
-/// <summary>
-/// Component for hacking a communications console to call in a threat.
-/// Called threat is rolled from the ninja gamerule config.
-/// </summary>
-[RegisterComponent]
-public sealed class NinjaTerrorComponent : Component
-{
- /// <summary>
- /// Time taken to hack the console
- /// </summary>
- [DataField("terrorTime")]
- public float TerrorTime = 20f;
-}
-
-/// <summary>
-/// DoAfter event for drain ability.
-/// </summary>
-[Serializable, NetSerializable]
-public sealed class DrainDoAfterEvent : SimpleDoAfterEvent { }
-
-/// <summary>
-/// DoAfter event for research download ability.
-/// </summary>
-[Serializable, NetSerializable]
-public sealed class DownloadDoAfterEvent : SimpleDoAfterEvent { }
-
-/// <summary>
-/// DoAfter event for comms console terror ability.
-/// </summary>
-[Serializable, NetSerializable]
-public sealed class TerrorDoAfterEvent : SimpleDoAfterEvent { }
+++ /dev/null
-using Content.Shared.Actions;
-using Content.Shared.Actions.ActionTypes;
-using Content.Shared.Ninja.Systems;
-using Robust.Shared.GameStates;
-using Robust.Shared.Prototypes;
-using Robust.Shared.Serialization;
-using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
-using Robust.Shared.Utility;
-
-namespace Content.Shared.Ninja.Components;
-
-// TODO: ResourcePath -> ResPath when thing gets merged
-
-/// <summary>
-/// Component for ninja suit abilities and power consumption.
-/// As an implementation detail, dashing with katana is a suit action which isn't ideal.
-/// </summary>
-[Access(typeof(SharedNinjaSuitSystem))]
-[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
-public sealed partial class NinjaSuitComponent : Component
-{
- [ViewVariables, AutoNetworkedField]
- public bool Cloaked = false;
-
- /// <summary>
- /// The action for toggling suit phase cloak ability
- /// </summary>
- [DataField("togglePhaseCloakAction")]
- public InstantAction TogglePhaseCloakAction = new()
- {
- UseDelay = TimeSpan.FromSeconds(5), // have to plan un/cloaking ahead of time
- DisplayName = "action-name-toggle-phase-cloak",
- Description = "action-desc-toggle-phase-cloak",
- Priority = -9,
- Event = new TogglePhaseCloakEvent()
- };
-
- /// <summary>
- /// Battery charge used passively, in watts. Will last 1000 seconds on a small-capacity power cell.
- /// </summary>
- [DataField("passiveWattage")]
- public float PassiveWattage = 0.36f;
-
- /// <summary>
- /// Battery charge used while cloaked, stacks with passive. Will last 200 seconds while cloaked on a small-capacity power cell.
- /// </summary>
- [DataField("cloakWattage")]
- public float CloakWattage = 1.44f;
-
- /// <summary>
- /// The action for creating throwing soap, in place of ninja throwing stars since embedding doesn't exist.
- /// </summary>
- [DataField("createSoapAction")]
- public InstantAction CreateSoapAction = new()
- {
- UseDelay = TimeSpan.FromSeconds(10),
- Icon = new SpriteSpecifier.Rsi(new ResourcePath("Objects/Specific/Janitorial/soap.rsi"), "soap"),
- ItemIconStyle = ItemActionIconStyle.NoItem,
- DisplayName = "action-name-create-soap",
- Description = "action-desc-create-soap",
- Priority = -10,
- Event = new CreateSoapEvent()
- };
-
- /// <summary>
- /// Battery charge used to create a throwing soap. Can do it 25 times on a small-capacity power cell.
- /// </summary>
- [DataField("soapCharge")]
- public float SoapCharge = 14.4f;
-
- /// <summary>
- /// Soap item to create with the action
- /// </summary>
- [DataField("soapPrototype", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
- public string SoapPrototype = "SoapNinja";
-
- /// <summary>
- /// The action for recalling a bound energy katana
- /// </summary>
- [DataField("recallkatanaAction")]
- public InstantAction RecallKatanaAction = new()
- {
- UseDelay = TimeSpan.FromSeconds(1),
- Icon = new SpriteSpecifier.Rsi(new ResourcePath("Objects/Weapons/Melee/energykatana.rsi"), "icon"),
- ItemIconStyle = ItemActionIconStyle.NoItem,
- DisplayName = "action-name-recall-katana",
- Description = "action-desc-recall-katana",
- Priority = -11,
- Event = new RecallKatanaEvent()
- };
-
- /// <summary>
- /// The action for dashing somewhere using katana
- /// </summary>
- [DataField("katanaDashAction")]
- public WorldTargetAction KatanaDashAction = new()
- {
- Icon = new SpriteSpecifier.Rsi(new ResourcePath("Objects/Magic/magicactions.rsi"), "blink"),
- ItemIconStyle = ItemActionIconStyle.NoItem,
- DisplayName = "action-name-katana-dash",
- Description = "action-desc-katana-dash",
- Priority = -12,
- Event = new KatanaDashEvent(),
- // doing checks manually
- CheckCanAccess = false,
- Range = 0f
- };
-
- /// <summary>
- /// The action for creating an EMP burst
- /// </summary>
- [DataField("empAction")]
- public InstantAction EmpAction = new()
- {
- Icon = new SpriteSpecifier.Rsi(new ResourcePath("Objects/Weapons/Grenades/empgrenade.rsi"), "icon"),
- ItemIconStyle = ItemActionIconStyle.BigAction,
- DisplayName = "action-name-em-burst",
- Description = "action-desc-em-burst",
- Priority = -13,
- Event = new NinjaEmpEvent()
- };
-
- /// <summary>
- /// Battery charge used to create an EMP burst. Can do it 2 times on a small-capacity power cell.
- /// </summary>
- [DataField("empCharge")]
- public float EmpCharge = 180f;
-
- /// <summary>
- /// Range of the EMP in tiles.
- /// </summary>
- [DataField("empRange")]
- public float EmpRange = 6f;
-
- /// <summary>
- /// Power consumed from batteries by the EMP
- /// </summary>
- [DataField("empConsumption")]
- public float EmpConsumption = 100000f;
-}
-
-public sealed class TogglePhaseCloakEvent : InstantActionEvent { }
-
-public sealed class CreateSoapEvent : InstantActionEvent { }
-
-public sealed class RecallKatanaEvent : InstantActionEvent { }
-
-public sealed class NinjaEmpEvent : InstantActionEvent { }
+++ /dev/null
-namespace Content.Shared.Ninja.Components;
-
-/// <summary>
-/// Component for the Space Ninja's unique Spider Charge.
-/// Only this component detonating can trigger the ninja's objective.
-/// </summary>
-[RegisterComponent]
-public sealed class SpiderChargeComponent : Component
-{
- /// Range for planting within the target area
- [DataField("range")]
- public float Range = 10f;
-
- /// The ninja that planted this charge
- [ViewVariables]
- public EntityUid? Planter = null;
-}
+++ /dev/null
-using Content.Shared.Examine;
-using Content.Shared.Hands.EntitySystems;
-using Content.Shared.Interaction;
-using Content.Shared.Inventory.Events;
-using Content.Shared.Ninja.Components;
-using Content.Shared.Physics;
-using Content.Shared.Popups;
-using Robust.Shared.Audio;
-using Robust.Shared.GameObjects;
-using Robust.Shared.Timing;
-
-namespace Content.Shared.Ninja.Systems;
-
-/// <summary>
-/// System for katana dashing, recharging and what not.
-/// </summary>
-// TODO: move all recharging stuff into its own system and use for emag too
-public sealed class EnergyKatanaSystem : EntitySystem
-{
- [Dependency] private readonly SharedAudioSystem _audio = default!;
- [Dependency] private readonly SharedHandsSystem _hands = default!;
- [Dependency] private readonly SharedInteractionSystem _interaction = default!;
- [Dependency] private readonly SharedNinjaSystem _ninja = default!;
- [Dependency] private readonly SharedPopupSystem _popups = default!;
- [Dependency] private readonly IGameTiming _timing = default!;
- [Dependency] private readonly SharedTransformSystem _transform = default!;
-
- public override void Initialize()
- {
- base.Initialize();
-
- SubscribeLocalEvent<EnergyKatanaComponent, GotEquippedEvent>(OnEquipped);
- SubscribeLocalEvent<EnergyKatanaComponent, ExaminedEvent>(OnExamine);
- SubscribeLocalEvent<NinjaSuitComponent, KatanaDashEvent>(OnDash);
- SubscribeLocalEvent<EnergyKatanaComponent, EntityUnpausedEvent>(OnUnpaused);
- }
-
- private void OnEquipped(EntityUid uid, EnergyKatanaComponent comp, GotEquippedEvent args)
- {
- // check if already bound
- if (comp.Ninja != null)
- return;
-
- // check if ninja already has a katana bound
- var user = args.Equipee;
- if (!TryComp<NinjaComponent>(user, out var ninja) || ninja.Katana != null)
- return;
-
- // bind it
- comp.Ninja = user;
- _ninja.BindKatana(ninja, uid);
- }
-
- private void OnUnpaused(EntityUid uid, EnergyKatanaComponent component, ref EntityUnpausedEvent args)
- {
- component.NextChargeTime += args.PausedTime;
- }
-
- private void OnExamine(EntityUid uid, EnergyKatanaComponent component, ExaminedEvent args)
- {
- args.PushMarkup(Loc.GetString("emag-charges-remaining", ("charges", component.Charges)));
- if (component.Charges == component.MaxCharges)
- {
- args.PushMarkup(Loc.GetString("emag-max-charges"));
- return;
- }
- var timeRemaining = Math.Round((component.NextChargeTime - _timing.CurTime).TotalSeconds);
- args.PushMarkup(Loc.GetString("emag-recharging", ("seconds", timeRemaining)));
- }
-
- // TODO: remove and use LimitedCharges+AutoRecharge
- public override void Update(float frameTime)
- {
- base.Update(frameTime);
-
- foreach (var comp in EntityQuery<EnergyKatanaComponent>())
- {
- if (!comp.AutoRecharge)
- continue;
-
- if (comp.Charges == comp.MaxCharges)
- continue;
-
- if (_timing.CurTime < comp.NextChargeTime)
- continue;
-
- ChangeCharge(comp.Owner, 1, true, comp);
- }
- }
-
- public void OnDash(EntityUid suit, NinjaSuitComponent comp, KatanaDashEvent args)
- {
- var user = args.Performer;
- args.Handled = true;
- if (!TryComp<NinjaComponent>(user, out var ninja) || ninja.Katana == null)
- return;
-
- var uid = ninja.Katana.Value;
- if (!TryComp<EnergyKatanaComponent>(uid, out var katana) || !_hands.IsHolding(user, uid, out var _))
- {
- _popups.PopupEntity(Loc.GetString("ninja-katana-not-held"), user, user);
- return;
- }
-
- if (katana.Charges <= 0)
- {
- _popups.PopupEntity(Loc.GetString("emag-no-charges"), user, user);
- return;
- }
-
- // TODO: check that target is not dense
- var origin = Transform(user).MapPosition;
- var target = args.Target.ToMap(EntityManager, _transform);
- // prevent collision with the user duh
- if (!_interaction.InRangeUnobstructed(origin, target, 0f, CollisionGroup.Opaque, uid => uid == user))
- {
- // can only dash if the destination is visible on screen
- _popups.PopupEntity(Loc.GetString("ninja-katana-cant-see"), user, user);
- return;
- }
-
- _transform.SetCoordinates(user, args.Target);
- _transform.AttachToGridOrMap(user);
- _audio.PlayPvs(katana.BlinkSound, user, AudioParams.Default.WithVolume(katana.BlinkVolume));
- // TODO: show the funny green man thing
- ChangeCharge(uid, -1, false, katana);
- }
-
- /// <summary>
- /// Changes the charge on an energy katana.
- /// </summary>
- public bool ChangeCharge(EntityUid uid, int change, bool resetTimer, EnergyKatanaComponent? katana = null)
- {
- if (!Resolve(uid, ref katana))
- return false;
-
- if (katana.Charges + change < 0 || katana.Charges + change > katana.MaxCharges)
- return false;
-
- if (resetTimer || katana.Charges == katana.MaxCharges)
- katana.NextChargeTime = _timing.CurTime + katana.RechargeDuration;
-
- katana.Charges += change;
- Dirty(katana);
- return true;
- }
-}
+++ /dev/null
-using Content.Shared.Actions;
-using Content.Shared.Administration.Logs;
-using Content.Shared.CombatMode;
-using Content.Shared.Damage.Components;
-using Content.Shared.Database;
-using Content.Shared.Doors.Components;
-using Content.Shared.DoAfter;
-using Content.Shared.Electrocution;
-using Content.Shared.Emag.Systems;
-using Content.Shared.Examine;
-using Content.Shared.Hands.Components;
-using Content.Shared.IdentityManagement;
-using Content.Shared.Interaction;
-using Content.Shared.Interaction.Components;
-using Content.Shared.Interaction.Events;
-using Content.Shared.Inventory.Events;
-using Content.Shared.Ninja.Components;
-using Content.Shared.Popups;
-using Content.Shared.Research.Components;
-using Content.Shared.Tag;
-using Content.Shared.Timing;
-using Content.Shared.Toggleable;
-using Robust.Shared.Network;
-using Robust.Shared.Timing;
-using System.Diagnostics.CodeAnalysis;
-
-namespace Content.Shared.Ninja.Systems;
-
-public abstract class SharedNinjaGlovesSystem : EntitySystem
-{
- [Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
- [Dependency] private readonly SharedCombatModeSystem _combatMode = default!;
- [Dependency] protected readonly SharedDoAfterSystem _doAfter = default!;
- [Dependency] private readonly SharedElectrocutionSystem _electrocution = default!;
- [Dependency] private readonly EmagSystem _emag = default!;
- [Dependency] private readonly SharedInteractionSystem _interaction = default!;
- [Dependency] private readonly INetManager _net = default!;
- [Dependency] private readonly SharedNinjaSystem _ninja = default!;
- [Dependency] protected readonly SharedPopupSystem Popups = default!;
- [Dependency] private readonly TagSystem _tags = default!;
- [Dependency] private readonly IGameTiming _timing = default!;
- [Dependency] private readonly UseDelaySystem _useDelay = default!;
-
- public override void Initialize()
- {
- base.Initialize();
-
- SubscribeLocalEvent<NinjaGlovesComponent, GetItemActionsEvent>(OnGetItemActions);
- SubscribeLocalEvent<NinjaGlovesComponent, ExaminedEvent>(OnExamined);
- SubscribeLocalEvent<NinjaGlovesComponent, ToggleActionEvent>(OnToggleAction);
- SubscribeLocalEvent<NinjaGlovesComponent, GotUnequippedEvent>(OnUnequipped);
-
- SubscribeLocalEvent<NinjaDoorjackComponent, InteractionAttemptEvent>(OnDoorjack);
-
- SubscribeLocalEvent<NinjaStunComponent, InteractionAttemptEvent>(OnStun);
-
- SubscribeLocalEvent<NinjaDrainComponent, InteractionAttemptEvent>(OnDrain);
- SubscribeLocalEvent<NinjaDrainComponent, DrainDoAfterEvent>(OnDrainDoAfter);
-
- SubscribeLocalEvent<NinjaDownloadComponent, InteractionAttemptEvent>(OnDownload);
- SubscribeLocalEvent<NinjaDownloadComponent, DownloadDoAfterEvent>(OnDownloadDoAfter);
-
- SubscribeLocalEvent<NinjaTerrorComponent, InteractionAttemptEvent>(OnTerror);
- SubscribeLocalEvent<NinjaTerrorComponent, TerrorDoAfterEvent>(OnTerrorDoAfter);
- }
-
- /// <summary>
- /// Disable glove abilities and show the popup if they were enabled previously.
- /// </summary>
- public void DisableGloves(NinjaGlovesComponent comp, EntityUid user)
- {
- if (comp.User != null)
- {
- comp.User = null;
- Popups.PopupEntity(Loc.GetString("ninja-gloves-off"), user, user);
- }
- }
-
- private void OnGetItemActions(EntityUid uid, NinjaGlovesComponent comp, GetItemActionsEvent args)
- {
- args.Actions.Add(comp.ToggleAction);
- }
-
- private void OnToggleAction(EntityUid uid, NinjaGlovesComponent comp, ToggleActionEvent args)
- {
- // client prediction desyncs it hard
- if (args.Handled || !_timing.IsFirstTimePredicted)
- return;
-
- args.Handled = true;
-
- var user = args.Performer;
- // need to wear suit to enable gloves
- if (!TryComp<NinjaComponent>(user, out var ninja)
- || ninja.Suit == null
- || !HasComp<NinjaSuitComponent>(ninja.Suit.Value))
- {
- ClientPopup(Loc.GetString("ninja-gloves-not-wearing-suit"), user);
- return;
- }
-
- var enabling = comp.User == null;
- var message = Loc.GetString(enabling ? "ninja-gloves-on" : "ninja-gloves-off");
- ClientPopup(message, user);
-
- if (enabling)
- {
- comp.User = user;
- _ninja.AssignGloves(ninja, uid);
- // set up interaction relay for handling glove abilities, comp.User is used to see the actual user of the events
- _interaction.SetRelay(user, uid, EnsureComp<InteractionRelayComponent>(user));
- }
- else
- {
- comp.User = null;
- _ninja.AssignGloves(ninja, null);
- RemComp<InteractionRelayComponent>(user);
- }
- }
-
- private void OnExamined(EntityUid uid, NinjaGlovesComponent comp, ExaminedEvent args)
- {
- if (!args.IsInDetailsRange)
- return;
-
- args.PushText(Loc.GetString(comp.User != null ? "ninja-gloves-examine-on" : "ninja-gloves-examine-off"));
- }
-
- private void OnUnequipped(EntityUid uid, NinjaGlovesComponent comp, GotUnequippedEvent args)
- {
- comp.User = null;
- if (TryComp<NinjaComponent>(args.Equipee, out var ninja))
- _ninja.AssignGloves(ninja, null);
- }
-
- /// <summary>
- /// Helper for glove ability handlers, checks gloves, range, combat mode and stuff.
- /// </summary>
- protected bool GloveCheck(EntityUid uid, InteractionAttemptEvent args, [NotNullWhen(true)] out NinjaGlovesComponent? gloves,
- out EntityUid user, out EntityUid target)
- {
- if (args.Target != null && TryComp<NinjaGlovesComponent>(uid, out gloves)
- && gloves.User != null
- && !_combatMode.IsInCombatMode(gloves.User)
- && _timing.IsFirstTimePredicted
- && TryComp<HandsComponent>(gloves.User, out var hands)
- && hands.ActiveHandEntity == null)
- {
- user = gloves.User.Value;
- target = args.Target.Value;
-
- if (_interaction.InRangeUnobstructed(user, target))
- return true;
- }
-
- gloves = null;
- user = target = EntityUid.Invalid;
- return false;
- }
-
- private void OnDoorjack(EntityUid uid, NinjaDoorjackComponent comp, InteractionAttemptEvent args)
- {
- if (!GloveCheck(uid, args, out var gloves, out var user, out var target))
- return;
-
- // only allowed to emag non-immune doors
- if (!HasComp<DoorComponent>(target) || _tags.HasTag(target, comp.EmagImmuneTag))
- return;
-
- var handled = _emag.DoEmagEffect(user, target);
- if (!handled)
- return;
-
- ClientPopup(Loc.GetString("ninja-doorjack-success", ("target", Identity.Entity(target, EntityManager))), user, PopupType.Medium);
- _adminLogger.Add(LogType.Emag, LogImpact.High, $"{ToPrettyString(user):player} doorjacked {ToPrettyString(target):target}");
- }
-
- private void OnStun(EntityUid uid, NinjaStunComponent comp, InteractionAttemptEvent args)
- {
- if (!GloveCheck(uid, args, out var gloves, out var user, out var target))
- return;
-
- // short cooldown to prevent instant stunlocking
- if (_useDelay.ActiveDelay(uid))
- return;
-
- // battery can't be predicted since it's serverside
- if (user == target || _net.IsClient || !HasComp<StaminaComponent>(target))
- return;
-
- // take charge from battery
- if (!_ninja.TryUseCharge(user, comp.StunCharge))
- {
- Popups.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
- return;
- }
-
- // not holding hands with target so insuls don't matter
- _electrocution.TryDoElectrocution(target, uid, comp.StunDamage, comp.StunTime, false, ignoreInsulation: true);
- _useDelay.BeginDelay(uid);
- }
-
- // can't predict PNBC existing so only done on server.
- protected virtual void OnDrain(EntityUid uid, NinjaDrainComponent comp, InteractionAttemptEvent args) { }
-
- private void OnDrainDoAfter(EntityUid uid, NinjaDrainComponent comp, DrainDoAfterEvent args)
- {
- if (args.Cancelled || args.Handled || args.Target == null)
- return;
-
- _ninja.TryDrainPower(args.User, comp, args.Target.Value);
- }
-
- private void OnDownload(EntityUid uid, NinjaDownloadComponent comp, InteractionAttemptEvent args)
- {
- if (!GloveCheck(uid, args, out var gloves, out var user, out var target))
- return;
-
- // can only hack the server, not a random console
- if (!TryComp<TechnologyDatabaseComponent>(target, out var database) || HasComp<ResearchClientComponent>(target))
- return;
-
- // fail fast if theres no tech right now
- if (database.TechnologyIds.Count == 0)
- {
- ClientPopup(Loc.GetString("ninja-download-fail"), user);
- return;
- }
-
- var doAfterArgs = new DoAfterArgs(user, comp.DownloadTime, new DownloadDoAfterEvent(), target: target, used: uid, eventTarget: uid)
- {
- BreakOnDamage = true,
- BreakOnUserMove = true,
- MovementThreshold = 0.5f,
- CancelDuplicate = false
- };
-
- _doAfter.TryStartDoAfter(doAfterArgs);
- args.Cancel();
- }
-
- // can't predict roles so only done on server.
- protected virtual void OnDownloadDoAfter(EntityUid uid, NinjaDownloadComponent comp, DownloadDoAfterEvent args) { }
-
- // cant predict roles for checking if already called
- protected virtual void OnTerror(EntityUid uid, NinjaTerrorComponent comp, InteractionAttemptEvent args) { }
-
- // can't predict roles or anything announcements related so only done on server.
- protected virtual void OnTerrorDoAfter(EntityUid uid, NinjaTerrorComponent comp, TerrorDoAfterEvent args) { }
-
- private void ClientPopup(string msg, EntityUid user, PopupType type = PopupType.Small)
- {
- if (_net.IsClient)
- Popups.PopupEntity(msg, user, user, type);
- }
-}
+++ /dev/null
-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;
-}
+++ /dev/null
-using Content.Shared.Ninja.Components;
-using Content.Shared.Weapons.Melee.Events;
-using Robust.Shared.GameStates;
-using Robust.Shared.Network;
-
-namespace Content.Shared.Ninja.Systems;
-
-public abstract class SharedNinjaSystem : EntitySystem
-{
- [Dependency] protected readonly SharedNinjaSuitSystem _suit = default!;
-
- public override void Initialize()
- {
- base.Initialize();
-
- SubscribeLocalEvent<NinjaComponent, AttackedEvent>(OnNinjaAttacked);
- }
-
- /// <summary>
- /// Sets the station grid entity that the ninja was spawned near.
- /// </summary>
- public void SetStationGrid(NinjaComponent comp, EntityUid? grid)
- {
- comp.StationGrid = grid;
- }
-
- /// <summary>
- /// Set the ninja's worn suit entity
- /// </summary>
- public void AssignSuit(NinjaComponent comp, EntityUid? suit)
- {
- comp.Suit = suit;
- }
-
- /// <summary>
- /// Set the ninja's worn gloves entity
- /// </summary>
- public void AssignGloves(NinjaComponent comp, EntityUid? gloves)
- {
- comp.Gloves = gloves;
- }
-
- /// <summary>
- /// Bind a katana entity to a ninja, letting it be recalled and dash.
- /// </summary>
- public void BindKatana(NinjaComponent comp, EntityUid? katana)
- {
- comp.Katana = katana;
- }
-
- /// <summary>
- /// Drain power from a target battery into the ninja's suit battery.
- /// Serverside only.
- /// </summary>
- public virtual void TryDrainPower(EntityUid user, NinjaDrainComponent drain, EntityUid target)
- {
- }
-
- /// <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;
- }
-
- private void OnNinjaAttacked(EntityUid uid, NinjaComponent comp, AttackedEvent args)
- {
- if (comp.Suit != null && TryComp<NinjaSuitComponent>(comp.Suit, out var suit) && suit.Cloaked)
- {
- _suit.RevealNinja(comp.Suit.Value, suit, uid, true);
- }
- }
-}
license: "CC-BY-NC-SA-3.0"
copyright: "Taken from TG station."
source: "https://github.com/tgstation/tgstation/commit/97945e7d08d1457ffc27e46526a48c0453cc95e4"
-
-- files: ["ninja_greeting.ogg"]
- license: "CC-BY-NC-SA-3.0"
- copyright: "Taken from TG station."
- source: "https://github.com/tgstation/tgstation/commit/b02b93ce2ab891164511a973493cdf951b4120f7"
admin-verb-make-traitor = Make the target into a traitor.
admin-verb-make-zombie = Zombifies the target immediately.
admin-verb-make-nuclear-operative = Make target a into lone Nuclear Operative.
-admin-verb-make-pirate = Make the target into a pirate. Note that this doesn't configure the game rule.
-admin-verb-make-space-ninja = Make the target into a space ninja. Note that you must enable the Traitor game rule for the end round summary, as space ninja uses this.
+admin-verb-make-pirate = Make the target into a pirate. Note this doesn't configure the game rule.
alerts-pulling-name = Pulling
alerts-pulling-desc = You're pulling something. Click the alert to stop.
-
-alerts-suit-power-name = Suit Power
-alerts-suit-power-desc = How much power your space ninja suit has.
traitor-was-a-traitor-with-objectives-named = [color=White]{$name}[/color] was a traitor who had the following objectives:
preset-traitor-objective-issuer-syndicate = [color=#87cefa]The Syndicate[/color]
-preset-traitor-objective-issuer-spiderclan = [color=#33cc00]Spider Clan[/color]
# Shown at the end of a round of Traitor
traitor-objective-condition-success = {$condition} | [color={$markupColor}]Success![/color]
+++ /dev/null
-ninja-gloves-on = The gloves surge with power!
-ninja-gloves-off = The gloves power down...
-ninja-gloves-not-wearing-suit = You aren't wearing a ninja suit
-ninja-gloves-examine-on = All abilities are enabled.
-ninja-gloves-examine-off = Boring old gloves...
-
-ninja-doorjack-success = The gloves zap something in {THE($target)}.
+++ /dev/null
-ninja-katana-recalled = Your Energy Katana teleports into your hand!
-ninja-katana-not-held = You aren't holding your katana!
-ninja-katana-cant-see = You can't see that!
-ninja-hands-full = Your hands are full!
+++ /dev/null
-action-name-toggle-ninja-gloves = Toggle ninja gloves
-action-desc-toggle-ninja-gloves = Toggles all glove actions on left click. Includes your doorjack, draining power, stunning enemies, downloading research and calling in a threat.
-
-action-name-toggle-phase-cloak = Phase cloak
-action-desc-toggle-phase-cloak = Toggles your suit's phase cloak. Beware that if you are hit, all abilities are disabled for 5 seconds, including your cloak!
-ninja-no-power = Not enough charge in suit battery!
-
-action-name-create-soap = Create soap
-action-desc-create-soap = Channels suit power into creating a bar of ninja soap. The future is now, old man!
-
-action-name-recall-katana = Recall katana
-action-desc-recall-katana = Teleports the Energy Katana linked to this suit to its wearer, cost based on distance.
-
-action-name-katana-dash = Katana dash
-action-desc-katana-dash = Teleport to anywhere you can see, if your Energy Katana is in your hand.
-
-action-name-em-burst = EM Burst
-action-desc-em-burst = Disable any nearby technology with an electro-magnetic pulse.
-
-ninja-full-power = Suit battery is already full
-ninja-drain-empty = {CAPITALIZE(THE($battery))} does not have enough power to drain
-ninja-drain-success = You drain power from {THE($battery)}!
-
-ninja-download-fail = No new research nodes were copied...
-ninja-download-success = Copied {$count} new nodes from {THE($server)}.
-
-ninja-terror-already-called = You already called in a threat!
+++ /dev/null
-ninja-role-greeting =
- I am an elite mercenary of the mighty Spider Clan!
- Surprise is my weapon. Shadows are my armor. Without them, I am nothing.
-
-ninja-role-greeting-direction = The station is located to your {$direction} at {$position}.
+++ /dev/null
-spider-charge-not-ninja = While it appears normal, you can't seem to detonate the charge.
-spider-charge-too-far = This isn't the location you're supposed to use this!
+++ /dev/null
-terror-dragon = Attention crew, it appears that someone on your station has made an unexpected communication with a strange fish in nearby space.
-terror-revenant = Attention crew, it appears that someone on your station has made an unexpected communication with an otherworldly energy in nearby space.
+++ /dev/null
-objective-condition-doorjack-title = Doorjack {$count} doors on the station.
-objective-condition-doorjack-description = Use your gloves to doorjack {$count} airlocks on the station.
+++ /dev/null
-objective-condition-download-title = Download {$count} research nodes.
-objective-condition-download-description = Use your gloves on a research server to download its data.
+++ /dev/null
-objective-condition-spider-charge-title = Detonate the spider charge in {$location}
-objective-condition-spider-charge-no-target = Detonate the spider charge... somewhere?
-objective-condition-spider-charge-description = Detonate your starter bomb in a specific location. Note that the bomb will not work anywhere else!
+++ /dev/null
-objective-condition-survive-title = Survive
-objective-condition-survive-description = You wouldn't be a very good ninja if you died, now would you?
+++ /dev/null
-objective-condition-terror-title = Call in a threat
-objective-condition-terror-description = Use your gloves on a communication console in order to bring another threat to the station.
roles-antag-nuclear-operative-name = Nuclear operative
roles-antag-nuclear-operative-objective = Find the nuke disk and blow up the station.
-
-roles-antag-space-ninja-name = Space Ninja
-roles-antag-space-ninja-objective = Energy sword everything, nom on electrical wires.
order:
- category: Health
- category: Stamina
- - alertType: SuitPower
- category: Internals
- alertType: Fire
- alertType: Handcuffed
+++ /dev/null
-- type: alert
- id: SuitPower
- icons:
- - sprite: /Textures/Interface/Alerts/stamina.rsi
- state: stamina0
- - sprite: /Textures/Interface/Alerts/stamina.rsi
- state: stamina1
- - sprite: /Textures/Interface/Alerts/stamina.rsi
- state: stamina2
- - sprite: /Textures/Interface/Alerts/stamina.rsi
- state: stamina3
- - sprite: /Textures/Interface/Alerts/stamina.rsi
- state: stamina4
- - sprite: /Textures/Interface/Alerts/stamina.rsi
- state: stamina5
- - sprite: /Textures/Interface/Alerts/stamina.rsi
- state: stamina6
- name: alerts-suit-power-name
- description: alerts-suit-power-desc
- minSeverity: 0
- maxSeverity: 6
- type: entity
noSpawn: true
- parent: ClothingBackpackSatchel
- id: ClothingBackpackSatchelTools
- components:
- - type: StorageFill
- contents:
- - id: BoxSurvival
- - id: Crowbar
- - id: Wrench
- - id: Screwdriver
- - id: Wirecutter
- - id: Welder
- - id: Multitool
-
-- type: entity
parent: ClothingBackpackSatchelClown
id: ClothingBackpackSatchelClownFilled
components:
- type: Thieving
stripTimeReduction: 1
stealthy: true
- - type: NinjaGloves
- - type: NinjaDoorjack
- - type: NinjaDrain
- - type: NinjaStun
- - type: NinjaDownload
- - type: NinjaTerror
- # not actually electrified, just used to make stun ability work
- - type: Electrified
- # delay for stunning to prevent instant stunlocking
- - type: UseDelay
- delay: 1
- type: entity
parent: ClothingHandsBase
- HidesHair
- type: entity
- parent: ClothingHeadEVAHelmetBase
+ parent: ClothingHeadBase
id: ClothingHeadHelmetSpaceNinja
name: space ninja helmet
description: What may appear to be a simple black garment is in fact a highly sophisticated nano-weave helmet. Standard issue ninja gear.
sprite: Clothing/Head/Helmets/spaceninja.rsi
- type: Clothing
sprite: Clothing/Head/Helmets/spaceninja.rsi
+ - type: IngestionBlocker
- type: Tag
tags:
- HidesHair
sprite: Clothing/OuterClothing/Suits/spaceninja.rsi
- type: Clothing
sprite: Clothing/OuterClothing/Suits/spaceninja.rsi
- - type: PressureProtection
- highPressureMultiplier: 0.6
- lowPressureMultiplier: 1000
- - type: DiseaseProtection
- protection: 0.05
- - type: TemperatureProtection
- coefficient: 0.01
- type: Armor
modifiers:
coefficients:
Slash: 0.6
Piercing: 0.6
Heat: 0.6
- - type: NinjaSuit
- - type: PowerCellSlot
- cellSlotId: cell_slot
- # throwing in a recharger would bypass glove charging mechanic
- fitsInCharger: false
- - type: ContainerContainer
- containers:
- cell_slot: !type:ContainerSlot
- - type: ItemSlots
- slots:
- cell_slot:
- name: power-cell-slot-component-slot-name-default
- startingItem: PowerCellSmall
- # delay for when attacked while cloaked
- - type: UseDelay
- delay: 5
- type: entity
parent: ClothingOuterBase
- type: Clothing
sprite: Clothing/Shoes/Specific/spaceninja.rsi
- type: NoSlip
- - type: ClothingSpeedModifier
- # ninja are masters of sneaking around relatively quickly, won't break cloak
- walkModifier: 1.1
- sprintModifier: 1.3
- type: entity
parent: ClothingShoesBaseButcherable
- state: green
- sprite: Structures/Wallmounts/signs.rsi
state: radiation
-
-- type: entity
- id: SpawnPointGhostSpaceNinja
- name: ghost role spawn point
- suffix: space ninja
- parent: MarkerBase
- components:
- - type: GhostRole
- name: Space Ninja
- description: Use stealth and deception to sabotage the station.
- rules: You are an elite mercenary of the Spider Clan. You aren't required to follow your objectives, yet your NINJA HONOR demands you try.
- - type: GhostRoleMobSpawner
- prototype: MobHumanSpaceNinja
- - type: Sprite
- sprite: Markers/jobs.rsi
- layers:
- - state: green
- - sprite: Objects/Weapons/Melee/energykatana.rsi
- state: icon
- type: Faction
factions:
- Syndicate
-
-# Space Ninja
-- type: entity
- noSpawn: true
- name: Space Ninja
- parent: MobHuman
- id: MobHumanSpaceNinja
- components:
- - type: Loadout
- prototype: SpaceNinjaGear
- prototypes: [SpaceNinjaGear]
- - type: Faction
- factions:
- - Syndicate
- - type: Ninja
- - type: RandomMetadata
- nameSegments:
- - names_ninja_title
- - names_ninja
- - type: Tag
- tags:
- # fight with honor!
- - GunsDisabled
- type: StepTrigger
- type: Item
heldPrefix: omega
-
-- type: entity
- name: ninja soap
- id: SoapNinja
- parent: Soap
- description: The most important soap in the entire universe, as without it we would all cease to exist. Smells of honor.
- components:
- - type: Item
- heldPrefix: ninja
- # despawn to prevent ninja killing server
- - type: TimedDespawn
- lifetime: 60
- # no holding ninja hostage and forcing him to make infinite money for cargo
- - type: StaticPrice
- price: 0
+++ /dev/null
-- type: entity
- name: spider charge
- description: A modified C-4 charge supplied to you by the Spider Clan. Its explosive power has been juiced up, but only works in one specific area.
- # not actually modified C-4! oh the horror!
- parent: BaseItem
- id: SpiderCharge
- components:
- - type: Sprite
- sprite: Objects/Weapons/Bombs/spidercharge.rsi
- state: icon
- - type: Item
- sprite: Objects/Weapons/Bombs/spidercharge.rsi
- size: 10
- - type: SpiderCharge
- - type: OnUseTimerTrigger
- delay: 10
- delayOptions: [5, 10, 30, 60]
- initialBeepDelay: 0
- beepSound: /Audio/Machines/Nuke/general_beep.ogg
- startOnStick: true
- - type: AutomatedTimer
- - type: Sticky
- stickDelay: 5
- stickPopupStart: comp-sticky-start-stick-bomb
- stickPopupSuccess: comp-sticky-success-stick-bomb
- # can only stick it in target area, no reason to unstick
- canUnstick: false
- blacklist: # can't stick it to movable things, even if they are in the target area
- components:
- - Anchorable
- - Item
- - Body
- - type: Explosive # Powerful explosion in a medium radius. Will break underplating.
- explosionType: DemolitionCharge
- totalIntensity: 60
- intensitySlope: 10
- maxIntensity: 60
- canCreateVacuum: true
- - type: ExplodeOnTrigger
- - type: StickyVisualizer
- - type: Appearance
- visuals:
- - type: GenericEnumVisualizer
- key: enum.Trigger.TriggerVisuals.VisualState
- states:
- enum.Trigger.TriggerVisualState.Primed: primed
- enum.Trigger.TriggerVisualState.Unprimed: complete
sprite: Objects/Weapons/Melee/katana.rsi
- type: DisarmMalus
-- type: entity
- name: energy katana
- parent: Katana
- id: EnergyKatana
- description: A katana infused with strong energy.
- components:
- - type: Sprite
- sprite: Objects/Weapons/Melee/energykatana.rsi
- state: icon
- - type: MeleeWeapon
- damage:
- types:
- Slash: 30
- - type: Item
- size: 15
- sprite: Objects/Weapons/Melee/energykatana.rsi
- - type: EnergyKatana
- - type: Clothing
- sprite: Objects/Weapons/Melee/energykatana.rsi
- slots:
- - Back
- - Belt
-
- type: entity
name: machete
parent: BaseItem
earliestStart: 15
minimumPlayers: 15
-- type: gameRule
- id: SpaceNinjaSpawn
- config:
- !type:NinjaRuleConfiguration
- id: SpaceNinjaSpawn
- weight: 10
- endAfter: 1
- earliestStart: 60
- minimumPlayers: 15
- objectives:
- - DownloadObjective
- - DoorjackObjective
- - SpiderChargeObjective
- - TerrorObjective
- - SurviveObjective
- implants: [ MicroBombImplant ]
- threats:
- - announcement: terror-dragon
- rule: Dragon
- - announcement: terror-revenant
- rule: RevenantSpawn
-
- type: gameRule
id: RevenantSpawn
config:
+++ /dev/null
-- type: objective
- id: DownloadObjective
- issuer: spiderclan
- requirements:
- - !type:NinjaRequirement {}
- conditions:
- - !type:DownloadCondition {}
-
-- type: objective
- id: DoorjackObjective
- issuer: spiderclan
- requirements:
- - !type:NinjaRequirement {}
- conditions:
- - !type:DoorjackCondition {}
-
-- type: objective
- id: SpiderChargeObjective
- issuer: spiderclan
- requirements:
- - !type:NinjaRequirement {}
- conditions:
- - !type:SpiderChargeCondition {}
-
-- type: objective
- id: TerrorObjective
- issuer: spiderclan
- requirements:
- - !type:NinjaRequirement {}
- conditions:
- - !type:TerrorCondition {}
-
-- type: objective
- id: SurviveObjective
- issuer: spiderclan
- requirements:
- - !type:NinjaRequirement {}
- conditions:
- - !type:SurviveCondition {}
+++ /dev/null
-- type: antag
- id: SpaceNinja
- name: roles-antag-space-ninja-name
- antagonist: true
- setPreference: false
- objective: roles-antag-space-ninja-objective
-# special:
-# - !type:AddImplantSpecial
-# implants: [ MicroBombImplant ]
id: SpaceNinjaGear
equipment:
jumpsuit: ClothingUniformJumpsuitColorBlack
- # belt holds katana so satchel has the tools for sabotaging things
- back: ClothingBackpackSatchelTools
- mask: ClothingMaskGasSyndicate
+ back: ClothingBackpackFilled
head: ClothingHeadHelmetSpaceNinja
- # TODO: space ninja mask
- eyes: ClothingEyesGlassesMeson
gloves: ClothingHandsGlovesSpaceNinja
outerClothing: ClothingOuterSuitSpaceninja
shoes: ClothingShoesSpaceNinja
- id: AgentIDCard
- ears: ClothingHeadsetGrey
- pocket1: SpiderCharge
- pocket2: HandheldGPSBasic
- belt: EnergyKatana
- suitstorage: YellowOxygenTankFilled
- inhand:
- left hand: JetpackBlackFilled
+ id: PassengerPDA
innerclothingskirt: ClothingUniformJumpskirtColorBlack
satchel: ClothingBackpackSatchelFilled
duffelbag: ClothingBackpackDuffelFilled
+++ /dev/null
-{
- "version": 1,
- "license": "CC-BY-SA-3.0",
- "copyright": "Taken from tgstation at https://github.com/tgstation/tgstation/commit/db2efd4f0df2b630a8bb9851f53f4922b669a5b3",
- "size": {
- "x": 32,
- "y": 32
- },
- "states": [
- {
- "name": "icon"
- },
- {
- "name": "primed",
- "delays": [
- [
- 0.1,
- 0.1
- ]
- ]
- },
- {
- "name": "inhand-left",
- "directions": 4
- },
- {
- "name": "inhand-right",
- "directions": 4
- }
- ]
-}
+++ /dev/null
-{
- "version": 1,
- "license": "CC-BY-SA-3.0",
- "copyright": "Taken from tgstation at https://github.com/tgstation/tgstation/commit/a9451f4d22f233d328b63490c2bcf64a640e42ff",
- "size": {
- "x": 32,
- "y": 32
- },
- "states": [
- {
- "name": "icon"
- },
- {
- "name": "equipped-BELT",
- "directions": 4
- },
- {
- "name": "inhand-left",
- "directions": 4
- },
- {
- "name": "inhand-right",
- "directions": 4
- }
- ]
-}
]
]
},
- {
- "name": "comm_icon"
- },
{
"name": "comm_logs",
"directions": 4,