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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57
Content.Server/Ninja/Systems/ItemCreatorSystem.cs
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57
Content.Server/Ninja/Systems/ItemCreatorSystem.cs
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using Content.Server.Ninja.Events;
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using Content.Server.Power.EntitySystems;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Ninja.Components;
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using Content.Shared.Ninja.Systems;
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using Content.Shared.Popups;
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namespace Content.Server.Ninja.Systems;
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public sealed class ItemCreatorSystem : SharedItemCreatorSystem
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{
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[Dependency] private readonly BatterySystem _battery = default!;
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[Dependency] private readonly SharedHandsSystem _hands = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ItemCreatorComponent, CreateItemEvent>(OnCreateItem);
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SubscribeLocalEvent<ItemCreatorComponent, NinjaBatteryChangedEvent>(OnBatteryChanged);
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}
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private void OnCreateItem(Entity<ItemCreatorComponent> ent, ref CreateItemEvent args)
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{
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var (uid, comp) = ent;
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if (comp.Battery is not {} battery)
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return;
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args.Handled = true;
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var user = args.Performer;
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if (!_battery.TryUseCharge(battery, comp.Charge))
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{
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_popup.PopupEntity(Loc.GetString(comp.NoPowerPopup), user, user);
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return;
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}
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var ev = new CreateItemAttemptEvent(user);
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RaiseLocalEvent(uid, ref ev);
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if (ev.Cancelled)
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return;
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// try to put throwing star in hand, otherwise it goes on the ground
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var star = Spawn(comp.SpawnedPrototype, Transform(user).Coordinates);
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_hands.TryPickupAnyHand(user, star);
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}
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private void OnBatteryChanged(Entity<ItemCreatorComponent> ent, ref NinjaBatteryChangedEvent args)
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{
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if (ent.Comp.Battery == args.Battery)
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return;
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ent.Comp.Battery = args.Battery;
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Dirty(ent, ent.Comp);
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}
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}
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