item toggling giga rework + full ninja refactor (#28039)
* item toggle refactoring and some new systems * add ToggleClothing component/system * unhardcode magboots gravity logic * make magboots and speedboots use ItemToggle and stuff * remove now useless clothing components * update client/server magboots systems * add note to use ItemToggledEvent in ToggleActionEvent doc * refactor PowerCellDraw to use ItemToggle for ui open/close control * add TryUseCharges, refactor charges system * update magboot trigger code * make borg use ItemToggle, network SelectedModule instead of now removed Activated * add AccessToggle for borg * the giga ninja refactor * update ninja yml * update ItemToggle usage for some stuff * fix activatableui requires power * random fixing * yaml fixing * nuke ItemToggleDisarmMalus * make defib use ItemToggle * make things that use power not turn on if missing use charge * pro * fix sound prediction * bruh * proximity detector use ItemToggle * oop * big idiot syndrome * fix ninja spawn rule and make it generic * fix ninja spawn rule yml * move loading profiles into AntagLoadProfileRule * more ninja refactor * ninja yml fixes * the dreaded copy paste ops * remove useless NinjaRuleComponent and ue AntagSelection for greeting * fix invisibility * move IsCompleted to SharedObjectivesSystem * ability fixes * oop fix powercell instantly draining itself * sentient speedboots gaming * make reflect use ItemToggle * fix other test * loadprofilerule moved into its own pr * remove conflict with dragon refactor * remove all GenericAntag code from ninja * ) * probably * remove old enabled * great language bravo vince * GREAT LANGUAGE * who made this language * because it stinks * reparent blood-red magboots to magboots probbbly works * most of the review stuff * hasGrav doesnt mean what i thought it did * make health analyzer use itemtoggle, not fail test * fix mag/speed boots being wacky * UNTROLL * add ItemToggle to the random health analyzers * a * remove unused obsolete borg func * untrolling * :trollface: * fix test * fix * g * untroll --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
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@@ -37,15 +37,17 @@ public sealed class ChargesSystem : SharedChargesSystem
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args.PushMarkup(Loc.GetString("limited-charges-recharging", ("seconds", timeRemaining)));
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}
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public override void UseCharge(EntityUid uid, LimitedChargesComponent? comp = null)
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public override void AddCharges(EntityUid uid, int change, LimitedChargesComponent? comp = null)
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{
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if (!Resolve(uid, ref comp, false))
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if (!Query.Resolve(uid, ref comp, false))
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return;
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var startRecharge = comp.Charges == comp.MaxCharges;
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base.UseCharge(uid, comp);
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// start the recharge time after first use at full charge
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if (startRecharge && TryComp<AutoRechargeComponent>(uid, out var recharge))
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base.AddCharges(uid, change, comp);
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// if a charge was just used from full, start the recharge timer
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// TODO: probably make this an event instead of having le server system that just does this
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if (change < 0 && startRecharge && TryComp<AutoRechargeComponent>(uid, out var recharge))
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recharge.NextChargeTime = _timing.CurTime + recharge.RechargeDuration;
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}
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}
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