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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@@ -6,10 +6,11 @@ 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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using Content.Shared.Stunnable;
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using Robust.Shared.Prototypes;
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using Content.Shared.Timing;
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using Content.Shared.Whitelist;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Timing;
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using Content.Shared.Whitelist;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Ninja.Systems;
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@@ -20,12 +21,12 @@ public sealed class StunProviderSystem : SharedStunProviderSystem
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{
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[Dependency] private readonly BatterySystem _battery = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly EntityWhitelistSystem _whitelist = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedNinjaGlovesSystem _gloves = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedStunSystem _stun = default!;
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[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
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[Dependency] private readonly UseDelaySystem _useDelay = default!;
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public override void Initialize()
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{
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@@ -38,16 +39,18 @@ public sealed class StunProviderSystem : SharedStunProviderSystem
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/// <summary>
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/// Stun clicked mobs on the whitelist, if there is enough power.
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/// </summary>
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private void OnBeforeInteractHand(EntityUid uid, StunProviderComponent comp, BeforeInteractHandEvent args)
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private void OnBeforeInteractHand(Entity<StunProviderComponent> ent, ref BeforeInteractHandEvent args)
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{
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// TODO: generic check
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var (uid, comp) = ent;
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if (args.Handled || comp.BatteryUid == null || !_gloves.AbilityCheck(uid, args, out var target))
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return;
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if (target == uid || _whitelistSystem.IsWhitelistFail(comp.Whitelist, target))
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if (target == uid || _whitelist.IsWhitelistFail(comp.Whitelist, target))
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return;
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if (_timing.CurTime < comp.NextStun)
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var useDelay = EnsureComp<UseDelayComponent>(uid);
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if (_useDelay.IsDelayed((uid, useDelay), id: comp.DelayId))
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return;
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// take charge from battery
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@@ -63,13 +66,14 @@ public sealed class StunProviderSystem : SharedStunProviderSystem
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_stun.TryParalyze(target, comp.StunTime, refresh: false);
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// short cooldown to prevent instant stunlocking
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comp.NextStun = _timing.CurTime + comp.Cooldown;
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_useDelay.SetLength((uid, useDelay), comp.Cooldown, id: comp.DelayId);
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_useDelay.TryResetDelay((uid, useDelay), id: comp.DelayId);
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args.Handled = true;
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}
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private void OnBatteryChanged(EntityUid uid, StunProviderComponent comp, ref NinjaBatteryChangedEvent args)
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private void OnBatteryChanged(Entity<StunProviderComponent> ent, ref NinjaBatteryChangedEvent args)
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{
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SetBattery(uid, args.Battery, comp);
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SetBattery((ent, ent.Comp), args.Battery);
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}
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}
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