using Content.Server.Emp;
using Content.Server.Ninja.Events;
using Content.Server.Power.Components;
using Content.Server.PowerCell;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Ninja.Components;
using Content.Shared.Ninja.Systems;
using Content.Shared.Popups;
using Content.Shared.PowerCell.Components;
using Robust.Shared.Containers;
namespace Content.Server.Ninja.Systems;
///
/// Handles power cell upgrading and actions.
///
public sealed class NinjaSuitSystem : SharedNinjaSuitSystem
{
[Dependency] private readonly EmpSystem _emp = default!;
[Dependency] private readonly SharedHandsSystem _hands = default!;
[Dependency] private readonly SpaceNinjaSystem _ninja = default!;
[Dependency] private readonly PowerCellSystem _powerCell = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
// How much the cell score should be increased per 1 AutoRechargeRate.
private const int AutoRechargeValue = 100;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnSuitInsertAttempt);
SubscribeLocalEvent(OnEmpAttempt);
SubscribeLocalEvent(OnRecallKatana);
SubscribeLocalEvent(OnEmp);
}
protected override void NinjaEquipped(Entity ent, Entity user)
{
base.NinjaEquipped(ent, user);
_ninja.SetSuitPowerAlert(user);
// raise event to let ninja components get starting battery
_ninja.GetNinjaBattery(user.Owner, out var uid, out var _);
if (uid is not {} battery_uid)
return;
var ev = new NinjaBatteryChangedEvent(battery_uid, ent.Owner);
RaiseLocalEvent(ent, ref ev);
RaiseLocalEvent(user, ref ev);
}
// TODO: if/when battery is in shared, put this there too
// TODO: or put MaxCharge in shared along with powercellslot
private void OnSuitInsertAttempt(EntityUid uid, NinjaSuitComponent comp, ContainerIsInsertingAttemptEvent args)
{
// this is for handling battery upgrading, not stopping actions from being added
// if another container like ActionsContainer is specified, don't handle it
if (TryComp(uid, out var slot) && args.Container.ID != slot.CellSlotId)
return;
// no power cell for some reason??? allow it
if (!_powerCell.TryGetBatteryFromSlot(uid, out var batteryUid, out var battery))
return;
if (!TryComp(args.EntityUid, out var inserting))
{
args.Cancel();
return;
}
var user = Transform(uid).ParentUid;
// can only upgrade power cell, not swap to recharge instantly otherwise ninja could just swap batteries with flashlights in maints for easy power
if (GetCellScore(inserting.Owner, inserting) <= GetCellScore(battery.Owner, battery))
{
args.Cancel();
Popup.PopupEntity(Loc.GetString("ninja-cell-downgrade"), user, user);
return;
}
// tell ninja abilities that use battery to update it so they don't use charge from the old one
if (!_ninja.IsNinja(user))
return;
var ev = new NinjaBatteryChangedEvent(args.EntityUid, uid);
RaiseLocalEvent(uid, ref ev);
RaiseLocalEvent(user, ref ev);
}
// this function assigns a score to a power cell depending on the capacity, to be used when comparing which cell is better.
private float GetCellScore(EntityUid uid, BatteryComponent battcomp)
{
// if a cell is able to automatically recharge, boost the score drastically depending on the recharge rate,
// this is to ensure a ninja can still upgrade to a micro reactor cell even if they already have a medium or high.
if (TryComp(uid, out var selfcomp) && selfcomp.AutoRecharge)
return battcomp.MaxCharge + (selfcomp.AutoRechargeRate*AutoRechargeValue);
return battcomp.MaxCharge;
}
private void OnEmpAttempt(EntityUid uid, NinjaSuitComponent comp, EmpAttemptEvent args)
{
// ninja suit (battery) is immune to emp
// powercell relays the event to suit
args.Cancel();
}
protected override void UserUnequippedSuit(Entity ent, Entity user)
{
base.UserUnequippedSuit(ent, user);
// remove power indicator
_ninja.SetSuitPowerAlert(user);
}
private void OnRecallKatana(Entity ent, ref RecallKatanaEvent args)
{
var (uid, comp) = ent;
var user = args.Performer;
if (!_ninja.NinjaQuery.TryComp(user, out var ninja) || ninja.Katana == null)
return;
args.Handled = true;
var katana = ninja.Katana.Value;
var coords = _transform.GetWorldPosition(katana);
var distance = (_transform.GetWorldPosition(user) - coords).Length();
var chargeNeeded = distance * comp.RecallCharge;
if (!_ninja.TryUseCharge(user, chargeNeeded))
{
Popup.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
return;
}
if (CheckDisabled(ent, user))
return;
// TODO: teleporting into belt slot
var message = _hands.TryPickupAnyHand(user, katana)
? "ninja-katana-recalled"
: "ninja-hands-full";
Popup.PopupEntity(Loc.GetString(message), user, user);
}
private void OnEmp(Entity ent, ref NinjaEmpEvent args)
{
var (uid, comp) = ent;
args.Handled = true;
var user = args.Performer;
if (!_ninja.TryUseCharge(user, comp.EmpCharge))
{
Popup.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
return;
}
if (CheckDisabled(ent, user))
return;
var coords = _transform.GetMapCoordinates(user);
_emp.EmpPulse(coords, comp.EmpRange, comp.EmpConsumption, comp.EmpDuration);
}
}