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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@@ -1,7 +1,6 @@
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using Content.Shared.Beeper.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.Pinpointer;
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using Content.Shared.PowerCell;
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using Content.Shared.ProximityDetection;
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using Content.Shared.ProximityDetection.Components;
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using Content.Shared.ProximityDetection.Systems;
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@@ -9,20 +8,17 @@ using Content.Shared.ProximityDetection.Systems;
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namespace Content.Shared.Beeper.Systems;
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/// <summary>
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/// This handles logic for implementing proximity beeper as a handheld tool />
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/// This handles controlling a beeper from proximity detector events.
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/// </summary>
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public sealed class ProximityBeeperSystem : EntitySystem
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{
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedPowerCellSystem _powerCell = default!;
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[Dependency] private readonly ProximityDetectionSystem _proximity = default!;
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[Dependency] private readonly BeeperSystem _beeper = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<ProximityBeeperComponent, UseInHandEvent>(OnUseInHand);
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SubscribeLocalEvent<ProximityBeeperComponent, PowerCellSlotEmptyEvent>(OnPowerCellSlotEmpty);
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SubscribeLocalEvent<ProximityBeeperComponent, NewProximityTargetEvent>(OnNewProximityTarget);
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SubscribeLocalEvent<ProximityBeeperComponent, ProximityTargetUpdatedEvent>(OnProximityTargetUpdate);
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}
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@@ -33,82 +29,16 @@ public sealed class ProximityBeeperSystem : EntitySystem
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return;
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if (args.Target == null)
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{
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_beeper.SetEnable(owner, false, beeper);
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_beeper.SetMute(owner, true, beeper);
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return;
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}
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_beeper.SetIntervalScaling(owner,args.Distance/args.Detector.Range, beeper);
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_beeper.SetEnable(owner, true, beeper);
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_beeper.SetIntervalScaling(owner, args.Distance / args.Detector.Range, beeper);
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_beeper.SetMute(owner, false, beeper);
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}
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private void OnNewProximityTarget(EntityUid owner, ProximityBeeperComponent proxBeeper, ref NewProximityTargetEvent args)
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{
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_beeper.SetEnable(owner, args.Target != null);
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}
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private void OnUseInHand(EntityUid uid, ProximityBeeperComponent proxBeeper, UseInHandEvent args)
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{
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if (args.Handled)
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return;
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args.Handled = TryToggle(uid, proxBeeper, user: args.User);
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}
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private void OnPowerCellSlotEmpty(EntityUid uid, ProximityBeeperComponent beeper, ref PowerCellSlotEmptyEvent args)
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{
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if (_proximity.GetEnable(uid))
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TryDisable(uid);
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}
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public bool TryEnable(EntityUid owner, BeeperComponent? beeper = null, ProximityDetectorComponent? detector = null,
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PowerCellDrawComponent? draw = null,EntityUid? user = null)
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{
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if (!Resolve(owner, ref beeper, ref detector))
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return false;
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if (Resolve(owner, ref draw, false) && !_powerCell.HasActivatableCharge(owner, battery: draw, user: user))
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return false;
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Enable(owner, beeper, detector, draw);
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return true;
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}
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private void Enable(EntityUid owner, BeeperComponent beeper,
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ProximityDetectorComponent detector, PowerCellDrawComponent? draw)
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{
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_proximity.SetEnable(owner, true, detector);
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_appearance.SetData(owner, ProximityBeeperVisuals.Enabled, true);
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_powerCell.SetPowerCellDrawEnabled(owner, true, draw);
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}
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/// <summary>
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/// Disables the proximity beeper
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/// </summary>
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public bool TryDisable(EntityUid owner,BeeperComponent? beeper = null, ProximityDetectorComponent? detector = null, PowerCellDrawComponent? draw = null)
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{
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if (!Resolve(owner, ref beeper, ref detector))
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return false;
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if (!detector.Enabled)
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return false;
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Disable(owner, beeper, detector, draw);
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return true;
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}
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private void Disable(EntityUid owner, BeeperComponent beeper,
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ProximityDetectorComponent detector, PowerCellDrawComponent? draw)
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{
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_proximity.SetEnable(owner, false, detector);
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_appearance.SetData(owner, ProximityBeeperVisuals.Enabled, false);
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_beeper.SetEnable(owner, false, beeper);
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_powerCell.SetPowerCellDrawEnabled(owner, false, draw);
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}
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/// <summary>
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/// toggles the proximity beeper
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/// </summary>
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public bool TryToggle(EntityUid owner, ProximityBeeperComponent? proxBeeper = null, BeeperComponent? beeper = null, ProximityDetectorComponent? detector = null,
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PowerCellDrawComponent? draw = null, EntityUid? user = null)
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{
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if (!Resolve(owner, ref proxBeeper, ref beeper, ref detector))
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return false;
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return detector.Enabled
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? TryDisable(owner, beeper, detector, draw)
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: TryEnable(owner, beeper, detector, draw,user);
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_beeper.SetMute(owner, args.Target != null);
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}
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}
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