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wwdpublic/Content.Shared/Ninja/Systems/SharedSpaceNinjaSystem.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

114 lines
3.5 KiB
C#

using Content.Shared.Clothing.Components;
using Content.Shared.Ninja.Components;
using Content.Shared.Weapons.Melee.Events;
using Content.Shared.Weapons.Ranged.Events;
using Content.Shared.Popups;
using System.Diagnostics.CodeAnalysis;
namespace Content.Shared.Ninja.Systems;
/// <summary>
/// Provides shared ninja API, handles being attacked revealing ninja and stops guns from shooting.
/// </summary>
public abstract class SharedSpaceNinjaSystem : EntitySystem
{
[Dependency] protected readonly SharedNinjaSuitSystem Suit = default!;
[Dependency] protected readonly SharedPopupSystem Popup = default!;
public EntityQuery<SpaceNinjaComponent> NinjaQuery;
public override void Initialize()
{
base.Initialize();
NinjaQuery = GetEntityQuery<SpaceNinjaComponent>();
SubscribeLocalEvent<SpaceNinjaComponent, AttackedEvent>(OnNinjaAttacked);
SubscribeLocalEvent<SpaceNinjaComponent, MeleeAttackEvent>(OnNinjaAttack);
SubscribeLocalEvent<SpaceNinjaComponent, ShotAttemptedEvent>(OnShotAttempted);
}
public bool IsNinja([NotNullWhen(true)] EntityUid? uid)
{
return NinjaQuery.HasComp(uid);
}
/// <summary>
/// Set the ninja's worn suit entity
/// </summary>
public void AssignSuit(Entity<SpaceNinjaComponent> ent, EntityUid? suit)
{
if (ent.Comp.Suit == suit)
return;
ent.Comp.Suit = suit;
Dirty(ent, ent.Comp);
}
/// <summary>
/// Set the ninja's worn gloves entity
/// </summary>
public void AssignGloves(Entity<SpaceNinjaComponent> ent, EntityUid? gloves)
{
if (ent.Comp.Gloves == gloves)
return;
ent.Comp.Gloves = gloves;
Dirty(ent, ent.Comp);
}
/// <summary>
/// Bind a katana entity to a ninja, letting it be recalled and dash.
/// Does nothing if the player is not a ninja or already has a katana bound.
/// </summary>
public void BindKatana(Entity<SpaceNinjaComponent?> ent, EntityUid katana)
{
if (!NinjaQuery.Resolve(ent, ref ent.Comp) || ent.Comp.Katana != null)
return;
ent.Comp.Katana = katana;
Dirty(ent, ent.Comp);
}
/// <summary>
/// Gets the user's battery and tries to use some charge from it, returning true if successful.
/// Serverside only.
/// </summary>
public virtual bool TryUseCharge(EntityUid user, float charge)
{
return false;
}
/// <summary>
/// Handle revealing ninja if cloaked when attacked.
/// </summary>
private void OnNinjaAttacked(Entity<SpaceNinjaComponent> ent, ref AttackedEvent args)
{
TryRevealNinja(ent, disable: true);
}
/// <summary>
/// Handle revealing ninja if cloaked when attacking.
/// Only reveals, there is no cooldown.
/// </summary>
private void OnNinjaAttack(Entity<SpaceNinjaComponent> ent, ref MeleeAttackEvent args)
{
TryRevealNinja(ent, disable: false);
}
private void TryRevealNinja(Entity<SpaceNinjaComponent> ent, bool disable)
{
if (ent.Comp.Suit is {} uid && TryComp<NinjaSuitComponent>(ent.Comp.Suit, out var suit))
Suit.RevealNinja((uid, suit), ent, disable: disable);
}
/// <summary>
/// Require ninja to fight with HONOR, no guns!
/// </summary>
private void OnShotAttempted(Entity<SpaceNinjaComponent> ent, ref ShotAttemptedEvent args)
{
Popup.PopupClient(Loc.GetString("gun-disabled"), ent, ent);
args.Cancel();
}
}