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wwdpublic/Content.Shared/Ninja/Systems/SharedNinjaSuitSystem.cs
sleepyyapril 885ee5a831 Wizmerge for Station AI (#1351)
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# Description

the adding AI is now up to y'all because i'm not touching loadout code
for name datasets, but it shouldn't be too bad from here

---------

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(cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
2025-01-14 00:13:42 +03:00

175 lines
6.3 KiB
C#

using Content.Shared.Actions;
using Content.Shared.Clothing;
using Content.Shared.Clothing.Components;
using Content.Shared.Clothing.EntitySystems;
using Content.Shared.Inventory.Events;
using Content.Shared.Item.ItemToggle;
using Content.Shared.Item.ItemToggle.Components;
using Content.Shared.Ninja.Components;
using Content.Shared.Popups;
using Content.Shared.Timing;
using Robust.Shared.Audio.Systems;
namespace Content.Shared.Ninja.Systems;
/// <summary>
/// Handles (un)equipping and provides some API functions.
/// </summary>
public abstract class SharedNinjaSuitSystem : EntitySystem
{
[Dependency] private readonly ActionContainerSystem _actionContainer = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly ItemToggleSystem _toggle = default!;
[Dependency] protected readonly SharedPopupSystem Popup = default!;
[Dependency] private readonly SharedSpaceNinjaSystem _ninja = default!;
[Dependency] private readonly UseDelaySystem _useDelay = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<NinjaSuitComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<NinjaSuitComponent, ClothingGotEquippedEvent>(OnEquipped);
SubscribeLocalEvent<NinjaSuitComponent, GetItemActionsEvent>(OnGetItemActions);
SubscribeLocalEvent<NinjaSuitComponent, ToggleClothingCheckEvent>(OnCloakCheck);
SubscribeLocalEvent<NinjaSuitComponent, CheckItemCreatorEvent>(OnStarCheck);
SubscribeLocalEvent<NinjaSuitComponent, CreateItemAttemptEvent>(OnCreateStarAttempt);
SubscribeLocalEvent<NinjaSuitComponent, ItemToggleActivateAttemptEvent>(OnActivateAttempt);
SubscribeLocalEvent<NinjaSuitComponent, GotUnequippedEvent>(OnUnequipped);
}
private void OnEquipped(Entity<NinjaSuitComponent> ent, ref ClothingGotEquippedEvent args)
{
var user = args.Wearer;
if (_ninja.NinjaQuery.TryComp(user, out var ninja))
NinjaEquipped(ent, (user, ninja));
}
protected virtual void NinjaEquipped(Entity<NinjaSuitComponent> ent, Entity<SpaceNinjaComponent> user)
{
// mark the user as wearing this suit, used when being attacked among other things
_ninja.AssignSuit(user, ent);
}
private void OnMapInit(Entity<NinjaSuitComponent> ent, ref MapInitEvent args)
{
var (uid, comp) = ent;
_actionContainer.EnsureAction(uid, ref comp.RecallKatanaActionEntity, comp.RecallKatanaAction);
_actionContainer.EnsureAction(uid, ref comp.EmpActionEntity, comp.EmpAction);
Dirty(uid, comp);
}
/// <summary>
/// Add all the actions when a suit is equipped by a ninja.
/// </summary>
private void OnGetItemActions(Entity<NinjaSuitComponent> ent, ref GetItemActionsEvent args)
{
if (!_ninja.IsNinja(args.User))
return;
var comp = ent.Comp;
args.AddAction(ref comp.RecallKatanaActionEntity, comp.RecallKatanaAction);
args.AddAction(ref comp.EmpActionEntity, comp.EmpAction);
}
/// <summary>
/// Only add toggle cloak action when equipped by a ninja.
/// </summary>
private void OnCloakCheck(Entity<NinjaSuitComponent> ent, ref ToggleClothingCheckEvent args)
{
if (!_ninja.IsNinja(args.User))
args.Cancelled = true;
}
private void OnStarCheck(Entity<NinjaSuitComponent> ent, ref CheckItemCreatorEvent args)
{
if (!_ninja.IsNinja(args.User))
args.Cancelled = true;
}
private void OnCreateStarAttempt(Entity<NinjaSuitComponent> ent, ref CreateItemAttemptEvent args)
{
if (CheckDisabled(ent, args.User))
args.Cancelled = true;
}
/// <summary>
/// Call the shared and serverside code for when anyone unequips a suit.
/// </summary>
private void OnUnequipped(Entity<NinjaSuitComponent> ent, ref GotUnequippedEvent args)
{
var user = args.Equipee;
if (_ninja.NinjaQuery.TryComp(user, out var ninja))
UserUnequippedSuit(ent, (user, ninja));
}
/// <summary>
/// Force uncloaks the user and disables suit abilities.
/// </summary>
public void RevealNinja(Entity<NinjaSuitComponent?> ent, EntityUid user, bool disable = true)
{
if (!Resolve(ent, ref ent.Comp))
return;
var uid = ent.Owner;
var comp = ent.Comp;
if (_toggle.TryDeactivate(uid, user) || !disable)
return;
// previously cloaked, disable abilities for a short time
_audio.PlayPredicted(comp.RevealSound, uid, user);
Popup.PopupClient(Loc.GetString("ninja-revealed"), user, user, PopupType.MediumCaution);
_useDelay.TryResetDelay(uid, id: comp.DisableDelayId);
}
private void OnActivateAttempt(Entity<NinjaSuitComponent> ent, ref ItemToggleActivateAttemptEvent args)
{
if (!_ninja.IsNinja(args.User))
{
args.Cancelled = true;
return;
}
if (IsDisabled((ent, ent.Comp, null)))
{
args.Cancelled = true;
args.Popup = Loc.GetString("ninja-suit-cooldown");
}
}
/// <summary>
/// Returns true if the suit is currently disabled
/// </summary>
public bool IsDisabled(Entity<NinjaSuitComponent?, UseDelayComponent?> ent)
{
if (!Resolve(ent, ref ent.Comp1, ref ent.Comp2))
return false;
return _useDelay.IsDelayed((ent, ent.Comp2), ent.Comp1.DisableDelayId);
}
protected bool CheckDisabled(Entity<NinjaSuitComponent> ent, EntityUid user)
{
if (IsDisabled((ent, ent.Comp, null)))
{
Popup.PopupEntity(Loc.GetString("ninja-suit-cooldown"), user, user, PopupType.Medium);
return true;
}
return false;
}
/// <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(Entity<NinjaSuitComponent> ent, Entity<SpaceNinjaComponent> user)
{
// mark the user as not wearing a suit
_ninja.AssignSuit(user, null);
// disable glove abilities
if (user.Comp.Gloves is {} uid)
_toggle.TryDeactivate(uid, user: user);
}
}