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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@@ -1,4 +1,5 @@
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using Content.Server.Power.Components;
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using Content.Shared.Item.ItemToggle.Components;
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using Content.Shared.PowerCell;
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using Content.Shared.PowerCell.Components;
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@@ -10,22 +11,20 @@ public sealed partial class PowerCellSystem
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* Handles PowerCellDraw
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*/
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private static readonly TimeSpan Delay = TimeSpan.FromSeconds(1);
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<PowerCellDrawComponent, PowerCellSlotComponent>();
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var query = EntityQueryEnumerator<PowerCellDrawComponent, PowerCellSlotComponent, ItemToggleComponent>();
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while (query.MoveNext(out var uid, out var comp, out var slot))
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while (query.MoveNext(out var uid, out var comp, out var slot, out var toggle))
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{
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if (!comp.Drawing)
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if (!comp.Enabled || !toggle.Activated)
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continue;
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if (Timing.CurTime < comp.NextUpdateTime)
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continue;
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comp.NextUpdateTime += Delay;
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comp.NextUpdateTime += comp.Delay;
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if (!TryGetBatteryFromSlot(uid, out var batteryEnt, out var battery, slot))
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continue;
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@@ -33,7 +32,8 @@ public sealed partial class PowerCellSystem
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if (_battery.TryUseCharge(batteryEnt.Value, comp.DrawRate, battery))
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continue;
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comp.Drawing = false;
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Toggle.TryDeactivate((uid, toggle));
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var ev = new PowerCellSlotEmptyEvent();
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RaiseLocalEvent(uid, ref ev);
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}
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@@ -42,26 +42,9 @@ public sealed partial class PowerCellSystem
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private void OnDrawChargeChanged(EntityUid uid, PowerCellDrawComponent component, ref ChargeChangedEvent args)
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{
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// Update the bools for client prediction.
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bool canDraw;
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bool canUse;
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var canUse = component.UseRate <= 0f || args.Charge > component.UseRate;
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if (component.UseRate > 0f)
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{
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canUse = args.Charge > component.UseRate;
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}
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else
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{
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canUse = true;
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}
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if (component.DrawRate > 0f)
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{
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canDraw = args.Charge > 0f;
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}
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else
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{
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canDraw = true;
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}
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var canDraw = component.DrawRate <= 0f || args.Charge > 0f;
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if (canUse != component.CanUse || canDraw != component.CanDraw)
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{
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@@ -76,6 +59,9 @@ public sealed partial class PowerCellSystem
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var canDraw = !args.Ejected && HasCharge(uid, float.MinValue);
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var canUse = !args.Ejected && HasActivatableCharge(uid, component);
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if (!canDraw)
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Toggle.TryDeactivate(uid);
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if (canUse != component.CanUse || canDraw != component.CanDraw)
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{
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component.CanDraw = canDraw;
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