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

@@ -1,4 +1,6 @@
using Content.Shared.Containers.ItemSlots;
using Content.Shared.Item.ItemToggle;
using Content.Shared.Item.ItemToggle.Components;
using Content.Shared.PowerCell.Components;
using Content.Shared.Rejuvenate;
using Robust.Shared.Containers;
@@ -11,14 +13,19 @@ public abstract class SharedPowerCellSystem : EntitySystem
[Dependency] protected readonly IGameTiming Timing = default!;
[Dependency] private readonly ItemSlotsSystem _itemSlots = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] protected readonly ItemToggleSystem Toggle = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PowerCellSlotComponent, RejuvenateEvent>(OnRejuvenate);
SubscribeLocalEvent<PowerCellSlotComponent, EntInsertedIntoContainerMessage>(OnCellInserted);
SubscribeLocalEvent<PowerCellSlotComponent, EntRemovedFromContainerMessage>(OnCellRemoved);
SubscribeLocalEvent<PowerCellSlotComponent, ContainerIsInsertingAttemptEvent>(OnCellInsertAttempt);
SubscribeLocalEvent<PowerCellDrawComponent, ItemToggleActivateAttemptEvent>(OnActivateAttempt);
SubscribeLocalEvent<PowerCellDrawComponent, ItemToggledEvent>(OnToggled);
}
private void OnRejuvenate(EntityUid uid, PowerCellSlotComponent component, RejuvenateEvent args)
@@ -63,13 +70,25 @@ public abstract class SharedPowerCellSystem : EntitySystem
RaiseLocalEvent(uid, new PowerCellChangedEvent(true), false);
}
public void SetPowerCellDrawEnabled(EntityUid uid, bool enabled, PowerCellDrawComponent? component = null)
private void OnActivateAttempt(Entity<PowerCellDrawComponent> ent, ref ItemToggleActivateAttemptEvent args)
{
if (!Resolve(uid, ref component, false) || enabled == component.Drawing)
if (!HasDrawCharge(ent, ent.Comp, user: args.User)
|| !HasActivatableCharge(ent, ent.Comp, user: args.User))
args.Cancelled = true;
}
private void OnToggled(Entity<PowerCellDrawComponent> ent, ref ItemToggledEvent args)
{
ent.Comp.NextUpdateTime = Timing.CurTime;
}
public void SetDrawEnabled(Entity<PowerCellDrawComponent?> ent, bool enabled)
{
if (!Resolve(ent, ref ent.Comp, false) || ent.Comp.Enabled == enabled)
return;
component.Drawing = enabled;
component.NextUpdateTime = Timing.CurTime;
ent.Comp.Enabled = enabled;
Dirty(ent, ent.Comp);
}
/// <summary>