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>
This commit is contained in:
deltanedas
2024-07-11 05:55:56 +00:00
committed by GitHub
parent e45f55e36d
commit 02636386b5
121 changed files with 1629 additions and 2014 deletions

View File

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