--- /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)
- AddComp<InteractionOutlineComponent>(uid);
+ EnsureComp<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);
}
}
- /// <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(
+ /// <inheritdoc/>
+ public override 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)
+ if (args.Handled || HasComp<AutomatedTimerComponent>(uid))
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.Communications;
+using Content.Server.DoAfter;
+using Content.Server.Power.Components;
+using Content.Shared.DoAfter;
+using Content.Shared.Interaction.Events;
+using Content.Shared.Ninja.Components;
+using Content.Shared.Ninja.Systems;
+
+namespace Content.Server.Ninja.Systems;
+
+public sealed class NinjaGlovesSystem : SharedNinjaGlovesSystem
+{
+ 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 bool IsCommsConsole(EntityUid uid)
+ {
+ return HasComp<CommunicationsConsoleComponent>(uid);
+ }
+}
--- /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.Components;
+using Content.Server.Objectives;
+using Content.Server.Popups;
+using Content.Server.Power.Components;
+using Content.Server.PowerCell;
+using Content.Server.Traitor;
+using Content.Server.Warps;
+using Content.Shared.Alert;
+using Content.Shared.Doors.Components;
+using Content.Shared.Implants;
+using Content.Shared.Implants.Components;
+using Content.Shared.Ninja.Components;
+using Content.Shared.Ninja.Systems;
+using Content.Shared.Roles;
+using Content.Shared.Popups;
+using Content.Shared.PowerCell.Components;
+using Content.Shared.Rounding;
+using Robust.Shared.Audio;
+using Robust.Shared.GameObjects;
+using Robust.Shared.Physics.Components;
+using Robust.Shared.Player;
+using Robust.Shared.Prototypes;
+using Robust.Shared.Random;
+using System.Diagnostics.CodeAnalysis;
+
+namespace Content.Server.Ninja.Systems;
+
+public sealed class NinjaSystem : SharedNinjaSystem
+{
+ [Dependency] private readonly AlertsSystem _alerts = default!;
+ [Dependency] private readonly SharedAudioSystem _audio = default!;
+ [Dependency] private readonly ChatSystem _chat = default!;
+ [Dependency] private readonly IChatManager _chatMan = default!;
+ [Dependency] private readonly GameTicker _gameTicker = default!;
+ [Dependency] private readonly SharedSubdermalImplantSystem _implants = default!;
+ [Dependency] private readonly InternalsSystem _internals = default!;
+ [Dependency] private readonly IPrototypeManager _proto = default!;
+ [Dependency] private readonly PopupSystem _popups = default!;
+ [Dependency] private readonly PowerCellSystem _powerCell = default!;
+ [Dependency] private readonly IRobustRandom _random = default!;
+ [Dependency] private readonly TraitorRuleSystem _traitorRule = default!;
+ [Dependency] private readonly SharedTransformSystem _transform = default!;
+
+ public override void Initialize()
+ {
+ base.Initialize();
+
+ SubscribeLocalEvent<NinjaComponent, ComponentStartup>(OnNinjaStartup);
+ SubscribeLocalEvent<NinjaComponent, GhostRoleSpawnerUsedEvent>(OnNinjaSpawned);
+ SubscribeLocalEvent<NinjaComponent, MindAddedMessage>(OnNinjaMindAdded);
+
+ SubscribeLocalEvent<DoorComponent, DoorEmaggedEvent>(OnDoorEmagged);
+ }
+
+ public override void Update(float frameTime)
+ {
+ var query = EntityQueryEnumerator<NinjaComponent>();
+ while (query.MoveNext(out var uid, out var ninja))
+ {
+ UpdateNinja(uid, ninja, frameTime);
+ }
+ }
+
+ /// <summary>
+ /// Turns the player into a space ninja
+ /// </summary>
+ public void MakeNinja(Mind.Mind mind)
+ {
+ if (mind.OwnedEntity == null)
+ return;
+
+ // prevent double ninja'ing
+ var user = mind.OwnedEntity.Value;
+ if (HasComp<NinjaComponent>(user))
+ return;
+
+ AddComp<NinjaComponent>(user);
+ SetOutfitCommand.SetOutfit(user, "SpaceNinjaGear", EntityManager);
+ GreetNinja(mind);
+ }
+
+ /// <summary>
+ /// Returns the space ninja spawn gamerule's config
+ /// </summary>
+ public NinjaRuleConfiguration RuleConfig()
+ {
+ return (NinjaRuleConfiguration) _proto.Index<GameRulePrototype>("SpaceNinjaSpawn").Configuration;
+ }
+
+ /// <summary>
+ /// Update the alert for the ninja's suit power indicator.
+ /// </summary>
+ public void SetSuitPowerAlert(EntityUid uid, NinjaComponent? comp = null)
+ {
+ if (!Resolve(uid, ref comp, false) || comp.Deleted || comp.Suit == null)
+ {
+ _alerts.ClearAlert(uid, AlertType.SuitPower);
+ return;
+ }
+
+ if (GetNinjaBattery(uid, out var battery))
+ {
+ var severity = ContentHelpers.RoundToLevels(MathF.Max(0f, battery.CurrentCharge), battery.MaxCharge, 7);
+ _alerts.ShowAlert(uid, AlertType.SuitPower, (short) severity);
+ }
+ else
+ {
+ _alerts.ClearAlert(uid, AlertType.SuitPower);
+ }
+ }
+
+ /// <summary>
+ /// Set the station grid on an entity, either ninja spawner or the ninja itself.
+ /// Used to tell a ghost that takes ninja role where the station is.
+ /// </summary>
+ public void SetNinjaStationGrid(EntityUid uid, EntityUid grid)
+ {
+ var station = EnsureComp<NinjaStationGridComponent>(uid);
+ station.Grid = grid;
+ }
+
+ /// <summary>
+ /// Get the battery component in a ninja's suit, if it's worn.
+ /// </summary>
+ public bool GetNinjaBattery(EntityUid user, [NotNullWhen(true)] out BatteryComponent? battery)
+ {
+ if (TryComp<NinjaComponent>(user, out var ninja)
+ && ninja.Suit != null
+ && _powerCell.TryGetBatteryFromSlot(ninja.Suit.Value, out battery))
+ {
+ return true;
+ }
+
+ battery = null;
+ return false;
+ }
+
+ public override bool TryUseCharge(EntityUid user, float charge)
+ {
+ return GetNinjaBattery(user, out var battery) && battery.TryUseCharge(charge);
+ }
+
+ public override void CallInThreat(NinjaComponent comp)
+ {
+ base.CallInThreat(comp);
+
+ var config = RuleConfig();
+ if (config.Threats.Count == 0)
+ return;
+
+ var threat = _random.Pick(config.Threats);
+ if (_proto.TryIndex<GameRulePrototype>(threat.Rule, out var rule))
+ {
+ _gameTicker.AddGameRule(rule);
+ _chat.DispatchGlobalAnnouncement(Loc.GetString(threat.Announcement), playSound: false, colorOverride: Color.Red);
+ }
+ else
+ {
+ Logger.Error($"Threat gamerule does not exist: {threat.Rule}");
+ }
+ }
+
+ public override void TryDrainPower(EntityUid user, NinjaDrainComponent drain, EntityUid target)
+ {
+ if (!GetNinjaBattery(user, out var suitBattery))
+ // took suit off or something, ignore draining
+ return;
+
+ if (!TryComp<BatteryComponent>(target, out var battery) || !TryComp<PowerNetworkBatteryComponent>(target, out var pnb))
+ return;
+
+ if (suitBattery.IsFullyCharged)
+ {
+ _popups.PopupEntity(Loc.GetString("ninja-drain-full"), user, user, PopupType.Medium);
+ return;
+ }
+
+ if (MathHelper.CloseToPercent(battery.CurrentCharge, 0))
+ {
+ _popups.PopupEntity(Loc.GetString("ninja-drain-empty", ("battery", target)), user, user, PopupType.Medium);
+ return;
+ }
+
+ var available = battery.CurrentCharge;
+ var required = suitBattery.MaxCharge - suitBattery.CurrentCharge;
+ // higher tier storages can charge more
+ var maxDrained = pnb.MaxSupply * drain.DrainTime;
+ var input = Math.Min(Math.Min(available, required / drain.DrainEfficiency), maxDrained);
+ if (battery.TryUseCharge(input))
+ {
+ var output = input * drain.DrainEfficiency;
+ suitBattery.CurrentCharge += output;
+ _popups.PopupEntity(Loc.GetString("ninja-drain-success", ("battery", target)), user, user);
+ // TODO: spark effects
+ _audio.PlayPvs(drain.SparkSound, target);
+ }
+ }
+
+ private void OnNinjaStartup(EntityUid uid, NinjaComponent comp, ComponentStartup args)
+ {
+ var config = RuleConfig();
+
+ // start with internals on, only when spawned by event. antag control ninja won't do this due to component add order.
+ _internals.ToggleInternals(uid, uid, true);
+
+ // inject starting implants
+ var coords = Transform(uid).Coordinates;
+ foreach (var id in config.Implants)
+ {
+ var implant = Spawn(id, coords);
+
+ if (!TryComp<SubdermalImplantComponent>(implant, out var implantComp))
+ return;
+
+ _implants.ForceImplant(uid, implant, implantComp);
+ }
+
+ // choose spider charge detonation point
+ // currently based on warp points, something better could be done (but would likely require mapping work)
+ var warps = new List<EntityUid>();
+ var query = EntityQueryEnumerator<WarpPointComponent>();
+ while (query.MoveNext(out var warpUid, out var warp))
+ {
+ // won't be asked to detonate the nuke disk or singularity
+ if (warp.Location != null && !HasComp<PhysicsComponent>(warpUid))
+ warps.Add(warpUid);
+ }
+
+ if (warps.Count > 0)
+ comp.SpiderChargeTarget = _random.Pick(warps);
+ }
+
+ private void OnNinjaSpawned(EntityUid uid, NinjaComponent comp, GhostRoleSpawnerUsedEvent args)
+ {
+ // inherit spawner's station grid
+ if (TryComp<NinjaStationGridComponent>(args.Spawner, out var station))
+ SetNinjaStationGrid(uid, station.Grid);
+ }
+
+ private void OnNinjaMindAdded(EntityUid uid, NinjaComponent comp, MindAddedMessage args)
+ {
+ if (TryComp<MindComponent>(uid, out var mind) && mind.Mind != null)
+ GreetNinja(mind.Mind);
+ }
+
+ private void GreetNinja(Mind.Mind mind)
+ {
+ if (!mind.TryGetSession(out var session))
+ return;
+
+ var config = RuleConfig();
+ var role = new TraitorRole(mind, _proto.Index<AntagPrototype>("SpaceNinja"));
+ mind.AddRole(role);
+ _traitorRule.Traitors.Add(role);
+ foreach (var objective in config.Objectives)
+ {
+ AddObjective(mind, objective);
+ }
+
+ _audio.PlayGlobal(config.GreetingSound, Filter.Empty().AddPlayer(session), false, AudioParams.Default);
+ _chatMan.DispatchServerMessage(session, Loc.GetString("ninja-role-greeting"));
+
+ if (TryComp<NinjaStationGridComponent>(mind.OwnedEntity, out var station))
+ {
+ var gridPos = _transform.GetWorldPosition(station.Grid);
+ var ninjaPos = _transform.GetWorldPosition(mind.OwnedEntity.Value);
+ var vector = gridPos - ninjaPos;
+ var direction = vector.GetDir();
+ var position = $"({(int) gridPos.X}, {(int) gridPos.Y})";
+ var msg = Loc.GetString("ninja-role-greeting-direction", ("direction", direction), ("position", position));
+ _chatMan.DispatchServerMessage(session, msg);
+ }
+ }
+
+ private void OnDoorEmagged(EntityUid uid, DoorComponent door, ref DoorEmaggedEvent args)
+ {
+ // make sure it's a ninja doorjacking it
+ if (TryComp<NinjaComponent>(args.UserUid, out var ninja))
+ ninja.DoorsJacked++;
+ }
+
+ private void UpdateNinja(EntityUid uid, NinjaComponent ninja, float frameTime)
+ {
+ if (ninja.Suit == null || !TryComp<NinjaSuitComponent>(ninja.Suit, out var suit))
+ return;
+
+ float wattage = _suit.SuitWattage(suit);
+
+ SetSuitPowerAlert(uid, ninja);
+ if (!TryUseCharge(uid, wattage * frameTime))
+ {
+ // ran out of power, reveal ninja
+ _suit.RevealNinja(ninja.Suit.Value, suit, uid);
+ }
+ }
+
+ private void AddObjective(Mind.Mind mind, string name)
+ {
+ if (_proto.TryIndex<ObjectivePrototype>(name, out var objective))
+ mind.TryAddObjective(objective);
+ else
+ Logger.Error($"Ninja has unknown objective prototype: {name}");
+ }
+}
--- /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 (!TryComp<NinjaComponent>(user, out var ninja))
+ {
+ _popups.PopupEntity(Loc.GetString("spider-charge-not-ninja"), user, user);
+ args.Handled = true;
+ return;
+ }
+
+ // allow planting anywhere if there is no target, which should never happen
+ if (ninja.SpiderChargeTarget != null)
+ {
+ // assumes warp point still exists
+ var target = Transform(ninja.SpiderChargeTarget.Value).MapPosition;
+ var coords = args.ClickLocation.ToMap(EntityManager, _transform);
+ if (!coords.InRange(target, comp.Range))
+ {
+ _popups.PopupEntity(Loc.GetString("spider-charge-too-far"), user, user);
+ args.Handled = true;
+ return;
+ }
+ }
+ }
+
+ private void OnStuck(EntityUid uid, SpiderChargeComponent comp, EntityStuckEvent args)
+ {
+ comp.Planter = args.User;
+ }
+
+ private void OnExplode(EntityUid uid, SpiderChargeComponent comp, TriggerEvent args)
+ {
+ if (comp.Planter == null || !TryComp<NinjaComponent>(comp.Planter, out var ninja))
+ return;
+
+ // assumes the target was destroyed, that the charge wasn't moved somehow
+ _ninja.DetonateSpiderCharge(ninja);
+ }
+}
--- /dev/null
+using Content.Server.Objectives.Interfaces;
+using Content.Shared.Ninja.Components;
+using Robust.Shared.Random;
+using Robust.Shared.Utility;
+
+namespace Content.Server.Objectives.Conditions;
+
+[DataDefinition]
+public sealed class DoorjackCondition : IObjectiveCondition
+{
+ private Mind.Mind? _mind;
+ private int _target;
+
+ public IObjectiveCondition GetAssigned(Mind.Mind mind)
+ {
+ // TODO: clamp to number of doors on station incase its somehow a shittle or something
+ return new DoorjackCondition {
+ _mind = mind,
+ _target = IoCManager.Resolve<IRobustRandom>().Next(15, 40)
+ };
+ }
+
+ public string Title => Loc.GetString("objective-condition-doorjack-title", ("count", _target));
+
+ public string Description => Loc.GetString("objective-condition-doorjack-description", ("count", _target));
+
+ public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResourcePath("Objects/Tools/emag.rsi"), "icon");
+
+ public float Progress
+ {
+ get
+ {
+ var entMan = IoCManager.Resolve<IEntityManager>();
+ if (_mind?.OwnedEntity == null
+ || !entMan.TryGetComponent<NinjaComponent>(_mind.OwnedEntity, out var ninja))
+ return 0f;
+
+ // prevent divide-by-zero
+ if (_target == 0)
+ return 1f;
+
+ return (float) ninja.DoorsJacked / (float) _target;
+ }
+ }
+
+ public float Difficulty => 1.5f;
+
+ public bool Equals(IObjectiveCondition? other)
+ {
+ return other is DoorjackCondition cond && Equals(_mind, cond._mind) && _target == cond._target;
+ }
+
+ public override bool Equals(object? obj)
+ {
+ if (ReferenceEquals(null, obj)) return false;
+ if (ReferenceEquals(this, obj)) return true;
+ return obj is DoorjackCondition cond && cond.Equals(this);
+ }
+
+ public override int GetHashCode()
+ {
+ return HashCode.Combine(_mind?.GetHashCode() ?? 0, _target);
+ }
+}
--- /dev/null
+using Content.Server.Objectives.Interfaces;
+using Content.Shared.Ninja.Components;
+using Robust.Shared.Random;
+using Robust.Shared.Utility;
+
+namespace Content.Server.Objectives.Conditions;
+
+[DataDefinition]
+public sealed class DownloadCondition : IObjectiveCondition
+{
+ private Mind.Mind? _mind;
+ private int _target;
+
+ public IObjectiveCondition GetAssigned(Mind.Mind mind)
+ {
+ // TODO: clamp to number of research nodes in tree so easily maintainable
+ return new DownloadCondition {
+ _mind = mind,
+ _target = IoCManager.Resolve<IRobustRandom>().Next(5, 10)
+ };
+ }
+
+ public string Title => Loc.GetString("objective-condition-download-title", ("count", _target));
+
+ public string Description => Loc.GetString("objective-condition-download-description");
+
+ public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResourcePath("Structures/Machines/server.rsi"), "server");
+
+ public float Progress
+ {
+ get
+ {
+ // prevent divide-by-zero
+ if (_target == 0)
+ return 1f;
+
+ var entMan = IoCManager.Resolve<IEntityManager>();
+ if (_mind?.OwnedEntity == null
+ || !entMan.TryGetComponent<NinjaComponent>(_mind.OwnedEntity, out var ninja))
+ return 0f;
+
+ return (float) ninja.DownloadedNodes.Count / (float) _target;
+ }
+ }
+
+ public float Difficulty => 2.5f;
+
+ public bool Equals(IObjectiveCondition? other)
+ {
+ return other is DownloadCondition cond && Equals(_mind, cond._mind) && _target == cond._target;
+ }
+
+ public override bool Equals(object? obj)
+ {
+ if (ReferenceEquals(null, obj)) return false;
+ if (ReferenceEquals(this, obj)) return true;
+ return obj is DownloadCondition cond && cond.Equals(this);
+ }
+
+ public override int GetHashCode()
+ {
+ return HashCode.Combine(_mind?.GetHashCode() ?? 0, _target);
+ }
+}
--- /dev/null
+using Content.Server.Objectives.Interfaces;
+using Content.Server.Warps;
+using Content.Shared.Ninja.Components;
+using Robust.Shared.Random;
+using Robust.Shared.Utility;
+
+namespace Content.Server.Objectives.Conditions;
+
+[DataDefinition]
+public sealed class SpiderChargeCondition : IObjectiveCondition
+{
+ private Mind.Mind? _mind;
+
+ public IObjectiveCondition GetAssigned(Mind.Mind mind)
+ {
+ return new SpiderChargeCondition {
+ _mind = mind
+ };
+ }
+
+ public string Title
+ {
+ get
+ {
+ var entMan = IoCManager.Resolve<IEntityManager>();
+ if (_mind?.OwnedEntity == null
+ || !entMan.TryGetComponent<NinjaComponent>(_mind.OwnedEntity, out var ninja)
+ || ninja.SpiderChargeTarget == null
+ || !entMan.TryGetComponent<WarpPointComponent>(ninja.SpiderChargeTarget, out var warp)
+ || warp.Location == null)
+ // if you are funny and microbomb then press c, you get this
+ return Loc.GetString("objective-condition-spider-charge-no-target");
+
+ return Loc.GetString("objective-condition-spider-charge-title", ("location", warp.Location));
+ }
+ }
+
+ public string Description => Loc.GetString("objective-condition-spider-charge-description");
+
+ public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResourcePath("Objects/Weapons/Bombs/spidercharge.rsi"), "icon");
+
+ public float Progress
+ {
+ get
+ {
+ var entMan = IoCManager.Resolve<IEntityManager>();
+ if (_mind?.OwnedEntity == null
+ || !entMan.TryGetComponent<NinjaComponent>(_mind.OwnedEntity, out var ninja))
+ return 0f;
+
+ return ninja.SpiderChargeDetonated ? 1f : 0f;
+ }
+ }
+
+ public float Difficulty => 2.5f;
+
+ public bool Equals(IObjectiveCondition? other)
+ {
+ return other is SpiderChargeCondition cond && Equals(_mind, cond._mind);
+ }
+
+ public override bool Equals(object? obj)
+ {
+ if (ReferenceEquals(null, obj)) return false;
+ if (ReferenceEquals(this, obj)) return true;
+ return obj is SpiderChargeCondition cond && cond.Equals(this);
+ }
+
+ public override int GetHashCode()
+ {
+ return _mind?.GetHashCode() ?? 0;
+ }
+}
--- /dev/null
+using Content.Server.Objectives.Interfaces;
+using JetBrains.Annotations;
+using Robust.Shared.Utility;
+
+namespace Content.Server.Objectives.Conditions
+{
+ [UsedImplicitly]
+ [DataDefinition]
+ public sealed class SurviveCondition : IObjectiveCondition
+ {
+ private Mind.Mind? _mind;
+
+ public IObjectiveCondition GetAssigned(Mind.Mind mind)
+ {
+ return new SurviveCondition {_mind = mind};
+ }
+
+ public string Title => Loc.GetString("objective-condition-survive-title");
+
+ public string Description => Loc.GetString("objective-condition-survive-description");
+
+ public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResourcePath("Clothing/Head/Helmets/spaceninja.rsi"), "icon");
+
+ public float Difficulty => 0.5f;
+
+ public float Progress => (_mind?.CharacterDeadIC ?? true) ? 0f : 1f;
+
+ public bool Equals(IObjectiveCondition? other)
+ {
+ return other is SurviveCondition condition && Equals(_mind, condition._mind);
+ }
+
+ public override bool Equals(object? obj)
+ {
+ if (ReferenceEquals(null, obj)) return false;
+ if (ReferenceEquals(this, obj)) return true;
+ if (obj.GetType() != GetType()) return false;
+ return Equals((SurviveCondition) obj);
+ }
+
+ public override int GetHashCode()
+ {
+ return (_mind != null ? _mind.GetHashCode() : 0);
+ }
+ }
+}
--- /dev/null
+using Content.Server.Objectives.Interfaces;
+using Content.Shared.Ninja.Components;
+using Robust.Shared.Utility;
+
+namespace Content.Server.Objectives.Conditions;
+
+[DataDefinition]
+public sealed class TerrorCondition : IObjectiveCondition
+{
+ private Mind.Mind? _mind;
+
+ public IObjectiveCondition GetAssigned(Mind.Mind mind)
+ {
+ return new TerrorCondition {_mind = mind};
+ }
+
+ public string Title => Loc.GetString("objective-condition-terror-title");
+
+ public string Description => Loc.GetString("objective-condition-terror-description");
+
+ public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResourcePath("Structures/Machines/computers.rsi"), "comm_icon");
+
+ public float Progress
+ {
+ get
+ {
+ var entMan = IoCManager.Resolve<IEntityManager>();
+ if (_mind?.OwnedEntity == null
+ || !entMan.TryGetComponent<NinjaComponent>(_mind.OwnedEntity, out var ninja))
+ return 0f;
+
+ return ninja.CalledInThreat ? 1f : 0f;
+ }
+ }
+
+ public float Difficulty => 2.75f;
+
+ public bool Equals(IObjectiveCondition? other)
+ {
+ return other is TerrorCondition cond && Equals(_mind, cond._mind);
+ }
+
+ public override bool Equals(object? obj)
+ {
+ if (ReferenceEquals(null, obj)) return false;
+ if (ReferenceEquals(this, obj)) return true;
+ return obj is TerrorCondition cond && cond.Equals(this);
+ }
+
+ public override int GetHashCode()
+ {
+ return _mind?.GetHashCode() ?? 0;
+ }
+}
--- /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");
+ }
+}
Debug3,
Debug4,
Debug5,
- Debug6
+ Debug6,
+ SuitPower
}
}
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>
+// TODO: Contains objective related stuff, might want to move it out somehow
+[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>
+ 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;
+
+ /// <summary>
+ /// Number of doors that have been doorjacked, used for objective
+ /// </summary>
+ [ViewVariables, AutoNetworkedField]
+ 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, AutoNetworkedField]
+ public HashSet<string> DownloadedNodes = new();
+
+ /// <summary>
+ /// Warp point that the spider charge has to target
+ /// </summary>
+ [ViewVariables, AutoNetworkedField]
+ public EntityUid? SpiderChargeTarget = null;
+
+ /// <summary>
+ /// Whether the spider charge has been detonated on the target, used for objective
+ /// </summary>
+ [ViewVariables, AutoNetworkedField]
+ public bool SpiderChargeDetonated;
+
+ /// <summary>
+ /// Whether the comms console has been hacked, used for objective
+ /// </summary>
+ [ViewVariables, AutoNetworkedField]
+ public bool CalledInThreat;
+}
--- /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] private 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();
+ }
+
+ private 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(ninja, 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);
+ }
+
+ private void OnTerror(EntityUid uid, NinjaTerrorComponent comp, InteractionAttemptEvent args)
+ {
+ if (!GloveCheck(uid, args, out var gloves, out var user, out var target)
+ || !TryComp<NinjaComponent>(user, out var ninja))
+ return;
+
+ if (!IsCommsConsole(target))
+ return;
+
+ // can only do it once
+ if (ninja.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();
+ }
+
+ //for some reason shared comms console component isn't a component, so this has to be done server-side
+ protected virtual bool IsCommsConsole(EntityUid uid)
+ {
+ return false;
+ }
+
+ private void OnTerrorDoAfter(EntityUid uid, NinjaTerrorComponent comp, TerrorDoAfterEvent args)
+ {
+ if (args.Cancelled || args.Handled)
+ return;
+
+ var user = args.User;
+ if (!TryComp<NinjaComponent>(user, out var ninja) || ninja.CalledInThreat)
+ return;
+
+ _ninja.CallInThreat(ninja);
+ }
+
+ 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.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, 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 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;
+ }
+
+ // TODO: remove when objective stuff moved into objectives somehow
+ public void DetonateSpiderCharge(NinjaComponent comp)
+ {
+ comp.SpiderChargeDetonated = true;
+ }
+
+ /// <summary>
+ /// Marks the objective as complete.
+ /// On server, makes announcement and adds rule of random threat.
+ /// </summary>
+ public virtual void CallInThreat(NinjaComponent comp)
+ {
+ comp.CalledInThreat = true;
+ }
+
+ /// <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>
+ /// Download the given set of nodes, returning how many new nodes were downloaded.'
+ /// </summary>
+ public int Download(NinjaComponent ninja, List<string> ids)
+ {
+ var oldCount = ninja.DownloadedNodes.Count;
+ ninja.DownloadedNodes.UnionWith(ids);
+ var newCount = ninja.DownloadedNodes.Count;
+ return newCount - oldCount;
+ }
+
+ /// <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 this doesn't configure the game rule.
+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.
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: ClothingHeadBase
+ parent: ClothingHeadEVAHelmetBase
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: GhostRoleMobSpawner
+ prototype: MobHumanSpaceNinja
+ 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: 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:TraitorRequirement {}
+ conditions:
+ - !type:DownloadCondition {}
+
+- type: objective
+ id: DoorjackObjective
+ issuer: spiderclan
+ requirements:
+ - !type:TraitorRequirement {}
+ conditions:
+ - !type:DoorjackCondition {}
+
+- type: objective
+ id: SpiderChargeObjective
+ issuer: spiderclan
+ requirements:
+ - !type:TraitorRequirement {}
+ conditions:
+ - !type:SpiderChargeCondition {}
+
+- type: objective
+ id: TerrorObjective
+ issuer: spiderclan
+ requirements:
+ - !type:TraitorRequirement {}
+ conditions:
+ - !type:TerrorCondition {}
+
+- type: objective
+ id: SurviveObjective
+ issuer: spiderclan
+ requirements:
+ - !type:TraitorRequirement {}
+ 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
- back: ClothingBackpackFilled
+ # belt holds katana so satchel has the tools for sabotaging things
+ back: ClothingBackpackSatchelTools
+ mask: ClothingMaskGasSyndicate
head: ClothingHeadHelmetSpaceNinja
+ # TODO: space ninja mask
+ eyes: ClothingEyesGlassesMeson
gloves: ClothingHandsGlovesSpaceNinja
outerClothing: ClothingOuterSuitSpaceninja
shoes: ClothingShoesSpaceNinja
- id: PassengerPDA
+ id: AgentIDCard
+ ears: ClothingHeadsetGrey
+ pocket1: SpiderCharge
+ pocket2: HandheldGPSBasic
+ belt: EnergyKatana
+ suitstorage: YellowOxygenTankFilled
+ inhand:
+ left hand: JetpackBlackFilled
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,