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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@@ -12,6 +12,7 @@ using Content.Shared.DoAfter;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Components;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Item.ItemToggle;
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using Content.Shared.Medical;
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using Content.Shared.Mind;
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using Content.Shared.Mobs;
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@@ -37,6 +38,7 @@ public sealed class DefibrillatorSystem : EntitySystem
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[Dependency] private readonly DoAfterSystem _doAfter = default!;
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[Dependency] private readonly ElectrocutionSystem _electrocution = default!;
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[Dependency] private readonly EuiManager _euiManager = default!;
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[Dependency] private readonly ItemToggleSystem _toggle = default!;
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[Dependency] private readonly RottingSystem _rotting = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly MobThresholdSystem _mobThreshold = default!;
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@@ -50,30 +52,10 @@ public sealed class DefibrillatorSystem : EntitySystem
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<DefibrillatorComponent, UseInHandEvent>(OnUseInHand);
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SubscribeLocalEvent<DefibrillatorComponent, PowerCellSlotEmptyEvent>(OnPowerCellSlotEmpty);
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SubscribeLocalEvent<DefibrillatorComponent, AfterInteractEvent>(OnAfterInteract);
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SubscribeLocalEvent<DefibrillatorComponent, DefibrillatorZapDoAfterEvent>(OnDoAfter);
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}
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private void OnUseInHand(EntityUid uid, DefibrillatorComponent component, UseInHandEvent args)
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{
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if (args.Handled || !TryComp(uid, out UseDelayComponent? useDelay) || _useDelay.IsDelayed((uid, useDelay)))
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return;
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if (!TryToggle(uid, component, args.User))
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return;
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args.Handled = true;
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_useDelay.TryResetDelay((uid, useDelay));
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}
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private void OnPowerCellSlotEmpty(EntityUid uid, DefibrillatorComponent component, ref PowerCellSlotEmptyEvent args)
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{
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if (!TerminatingOrDeleted(uid))
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TryDisable(uid, component);
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}
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private void OnAfterInteract(EntityUid uid, DefibrillatorComponent component, AfterInteractEvent args)
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{
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if (args.Handled || args.Target is not { } target)
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@@ -96,54 +78,12 @@ public sealed class DefibrillatorSystem : EntitySystem
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Zap(uid, target, args.User, component);
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}
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public bool TryToggle(EntityUid uid, DefibrillatorComponent? component = null, EntityUid? user = null)
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{
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if (!Resolve(uid, ref component))
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return false;
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return component.Enabled
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? TryDisable(uid, component)
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: TryEnable(uid, component, user);
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}
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public bool TryEnable(EntityUid uid, DefibrillatorComponent? component = null, EntityUid? user = null)
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{
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if (!Resolve(uid, ref component))
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return false;
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if (component.Enabled)
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return false;
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if (!_powerCell.HasActivatableCharge(uid))
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return false;
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component.Enabled = true;
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_appearance.SetData(uid, ToggleVisuals.Toggled, true);
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_audio.PlayPvs(component.PowerOnSound, uid);
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return true;
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}
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public bool TryDisable(EntityUid uid, DefibrillatorComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return false;
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if (!component.Enabled)
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return false;
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component.Enabled = false;
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_appearance.SetData(uid, ToggleVisuals.Toggled, false);
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_audio.PlayPvs(component.PowerOffSound, uid);
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return true;
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}
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public bool CanZap(EntityUid uid, EntityUid target, EntityUid? user = null, DefibrillatorComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return false;
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if (!component.Enabled)
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if (!_toggle.IsActivated(uid))
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{
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if (user != null)
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_popup.PopupEntity(Loc.GetString("defibrillator-not-on"), uid, user.Value);
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@@ -257,7 +197,7 @@ public sealed class DefibrillatorSystem : EntitySystem
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// if we don't have enough power left for another shot, turn it off
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if (!_powerCell.HasActivatableCharge(uid))
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TryDisable(uid, component);
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_toggle.TryDeactivate(uid);
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// TODO clean up this clown show above
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var ev = new TargetDefibrillatedEvent(user, (uid, component));
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