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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@@ -92,7 +92,7 @@ public abstract class SharedObjectivesSystem : EntitySystem
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}
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/// <summary>
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/// Get the title, description, icon and progress of an objective using <see cref="ObjectiveGetInfoEvent"/>.
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/// Get the title, description, icon and progress of an objective using <see cref="ObjectiveGetProgressEvent"/>.
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/// If any of them are null it is logged and null is returned.
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/// </summary>
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/// <param name="uid"/>ID of the condition entity</param>
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@@ -103,20 +103,43 @@ public abstract class SharedObjectivesSystem : EntitySystem
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if (!Resolve(mindId, ref mind))
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return null;
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var ev = new ObjectiveGetProgressEvent(mindId, mind);
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RaiseLocalEvent(uid, ref ev);
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if (GetProgress(uid, (mindId, mind)) is not {} progress)
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return null;
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var comp = Comp<ObjectiveComponent>(uid);
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var meta = MetaData(uid);
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var title = meta.EntityName;
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var description = meta.EntityDescription;
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if (comp.Icon == null || ev.Progress == null)
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if (comp.Icon == null)
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{
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Log.Error($"An objective {ToPrettyString(uid):objective} of {_mind.MindOwnerLoggingString(mind)} is missing icon or progress ({ev.Progress})");
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Log.Error($"An objective {ToPrettyString(uid):objective} of {_mind.MindOwnerLoggingString(mind)} is missing an icon!");
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return null;
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}
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return new ObjectiveInfo(title, description, comp.Icon, ev.Progress.Value);
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return new ObjectiveInfo(title, description, comp.Icon, progress);
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}
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/// <summary>
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/// Gets the progress of an objective using <see cref="ObjectiveGetProgressEvent"/>.
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/// Returning null is a programmer error.
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/// </summary>
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public float? GetProgress(EntityUid uid, Entity<MindComponent> mind)
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{
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var ev = new ObjectiveGetProgressEvent(mind, mind.Comp);
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RaiseLocalEvent(uid, ref ev);
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if (ev.Progress != null)
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return ev.Progress;
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Log.Error($"Objective {ToPrettyString(uid):objective} of {_mind.MindOwnerLoggingString(mind.Comp)} didn't set a progress value!");
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return null;
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}
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/// <summary>
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/// Returns true if an objective is completed.
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/// </summary>
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public bool IsCompleted(EntityUid uid, Entity<MindComponent> mind)
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{
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return (GetProgress(uid, mind) ?? 0f) >= 0.999f;
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}
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/// <summary>
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