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ninja stun change (space-wizards#20503)
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* tagless fields

* add damage and paralyze instead of electrocuting

* add disable bool to RevealNinja

* raise MeleeAttackEvent on the user after swinging

* uncloak ninja after attacking

* revert RevealNinja bool

* revert meleeattack event

* revert uncloak

* validate shock prototype

* damagespecifier no validation

* ;

* :trollface:

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
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deltanedas authored Nov 6, 2023
1 parent 525d8e3 commit 3890490
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Showing 3 changed files with 29 additions and 18 deletions.
14 changes: 10 additions & 4 deletions Content.Server/Ninja/Systems/StunProviderSystem.cs
Original file line number Diff line number Diff line change
@@ -1,12 +1,15 @@
using Content.Server.Ninja.Events;
using Content.Server.Power.EntitySystems;
using Content.Shared.Electrocution;
using Content.Shared.Damage;
using Content.Shared.Damage.Prototypes;
using Content.Shared.Interaction;
using Content.Shared.Ninja.Components;
using Content.Shared.Ninja.Systems;
using Content.Shared.Popups;
using Content.Shared.Stunnable;
using Content.Shared.Whitelist;
using Robust.Shared.Audio;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;

namespace Content.Server.Ninja.Systems;
Expand All @@ -17,11 +20,13 @@ namespace Content.Server.Ninja.Systems;
public sealed class StunProviderSystem : SharedStunProviderSystem
{
[Dependency] private readonly BatterySystem _battery = default!;
[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedElectrocutionSystem _electrocution = default!;
[Dependency] private readonly SharedNinjaGlovesSystem _gloves = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly SharedStunSystem _stun = default!;

public override void Initialize()
{
Expand Down Expand Up @@ -55,8 +60,9 @@ private void OnBeforeInteractHand(EntityUid uid, StunProviderComponent comp, Bef

_audio.PlayPvs(comp.Sound, target);

// not holding hands with target so insuls don't matter
_electrocution.TryDoElectrocution(target, uid, comp.StunDamage, comp.StunTime, false, ignoreInsulation: true);
_damageable.TryChangeDamage(target, comp.StunDamage, false, true, null, origin: uid);
_stun.TryParalyze(target, comp.StunTime, refresh: false);

// short cooldown to prevent instant stunlocking
comp.NextStun = _timing.CurTime + comp.Cooldown;

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31 changes: 19 additions & 12 deletions Content.Shared/Ninja/Components/StunProviderComponent.cs
Original file line number Diff line number Diff line change
@@ -1,3 +1,4 @@
using Content.Shared.Damage;
using Content.Shared.Ninja.Systems;
using Content.Shared.Whitelist;
using Robust.Shared.Audio;
Expand All @@ -17,49 +18,55 @@ public sealed partial class StunProviderComponent : Component
/// The powercell entity to take power from.
/// Determines whether stunning is possible.
/// </summary>
[DataField("batteryUid"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
[DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public EntityUid? BatteryUid;

/// <summary>
/// Sound played when stunning someone.
/// </summary>
[DataField("sound"), ViewVariables(VVAccess.ReadWrite)]
[DataField, ViewVariables(VVAccess.ReadWrite)]
public SoundSpecifier Sound = new SoundCollectionSpecifier("sparks");

/// <summary>
/// Joules required in the battery to stun someone. Defaults to 10 uses on a small battery.
/// </summary>
[DataField("stunCharge"), ViewVariables(VVAccess.ReadWrite)]
public float StunCharge = 36.0f;
[DataField, ViewVariables(VVAccess.ReadWrite)]
public float StunCharge = 36f;

/// <summary>
/// Shock damage dealt when stunning someone
/// Damage dealt when stunning someone
/// </summary>
[DataField("stunDamage"), ViewVariables(VVAccess.ReadWrite)]
public int StunDamage = 5;
[DataField, ViewVariables(VVAccess.ReadWrite)]
public DamageSpecifier StunDamage = new()
{
DamageDict = new()
{
{ "Shock", 5 }
}
};

/// <summary>
/// Time that someone is stunned for, stacks if done multiple times.
/// </summary>
[DataField("stunTime"), ViewVariables(VVAccess.ReadWrite)]
[DataField, ViewVariables(VVAccess.ReadWrite)]
public TimeSpan StunTime = TimeSpan.FromSeconds(5);

/// <summary>
/// How long stunning is disabled after stunning something.
/// </summary>
[DataField("cooldown"), ViewVariables(VVAccess.ReadWrite)]
[DataField, ViewVariables(VVAccess.ReadWrite)]
public TimeSpan Cooldown = TimeSpan.FromSeconds(2);

/// <summary>
/// Locale string to popup when there is no power
/// </summary>
[DataField("noPowerPopup", required: true), ViewVariables(VVAccess.ReadWrite)]
[DataField(required: true), ViewVariables(VVAccess.ReadWrite)]
public string NoPowerPopup = string.Empty;

/// <summary>
/// Whitelist for what counts as a mob.
/// </summary>
[DataField("whitelist")]
[DataField]
public EntityWhitelist Whitelist = new()
{
Components = new[] {"Stamina"}
Expand All @@ -69,6 +76,6 @@ public sealed partial class StunProviderComponent : Component
/// When someone can next be stunned.
/// Essentially a UseDelay unique to this component.
/// </summary>
[DataField("nextStun", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
public TimeSpan NextStun = TimeSpan.Zero;
}
2 changes: 0 additions & 2 deletions Resources/Prototypes/Entities/Clothing/Hands/gloves.yml
Original file line number Diff line number Diff line change
Expand Up @@ -213,8 +213,6 @@
stripTimeReduction: 1
stealthy: true
- type: NinjaGloves
# not actually electrified, just used to make stun ability work
- type: Electrified

- type: entity
parent: ClothingHandsGlovesColorBlack
Expand Down

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