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

@@ -1,3 +1,5 @@
using Content.Shared.Item.ItemToggle;
using Content.Shared.Item.ItemToggle.Components;
using Content.Shared.PowerCell;
using Robust.Shared.Containers;
@@ -5,6 +7,7 @@ namespace Content.Shared.UserInterface;
public sealed partial class ActivatableUISystem
{
[Dependency] private readonly ItemToggleSystem _toggle = default!;
[Dependency] private readonly SharedPowerCellSystem _cell = default!;
private void InitializePower()
@@ -12,27 +15,22 @@ public sealed partial class ActivatableUISystem
SubscribeLocalEvent<ActivatableUIRequiresPowerCellComponent, ActivatableUIOpenAttemptEvent>(OnBatteryOpenAttempt);
SubscribeLocalEvent<ActivatableUIRequiresPowerCellComponent, BoundUIOpenedEvent>(OnBatteryOpened);
SubscribeLocalEvent<ActivatableUIRequiresPowerCellComponent, BoundUIClosedEvent>(OnBatteryClosed);
SubscribeLocalEvent<PowerCellDrawComponent, EntRemovedFromContainerMessage>(OnPowerCellRemoved);
SubscribeLocalEvent<ActivatableUIRequiresPowerCellComponent, ItemToggledEvent>(OnToggled);
}
private void OnPowerCellRemoved(EntityUid uid, PowerCellDrawComponent component, EntRemovedFromContainerMessage args)
private void OnToggled(Entity<ActivatableUIRequiresPowerCellComponent> ent, ref ItemToggledEvent args)
{
_cell.SetPowerCellDrawEnabled(uid, false);
if (!HasComp<ActivatableUIRequiresPowerCellComponent>(uid) ||
!TryComp(uid, out ActivatableUIComponent? activatable))
{
// only close ui when losing power
if (!TryComp<ActivatableUIComponent>(ent, out var activatable) || args.Activated)
return;
}
if (activatable.Key == null)
{
Log.Error($"Encountered null key in activatable ui on entity {ToPrettyString(uid)}");
Log.Error($"Encountered null key in activatable ui on entity {ToPrettyString(ent)}");
return;
}
_uiSystem.CloseUi(uid, activatable.Key);
_uiSystem.CloseUi(ent.Owner, activatable.Key);
}
private void OnBatteryOpened(EntityUid uid, ActivatableUIRequiresPowerCellComponent component, BoundUIOpenedEvent args)
@@ -42,7 +40,7 @@ public sealed partial class ActivatableUISystem
if (!args.UiKey.Equals(activatable.Key))
return;
_cell.SetPowerCellDrawEnabled(uid, true);
_toggle.TryActivate(uid);
}
private void OnBatteryClosed(EntityUid uid, ActivatableUIRequiresPowerCellComponent component, BoundUIClosedEvent args)
@@ -54,7 +52,7 @@ public sealed partial class ActivatableUISystem
// Stop drawing power if this was the last person with the UI open.
if (!_uiSystem.IsUiOpen(uid, activatable.Key))
_cell.SetPowerCellDrawEnabled(uid, false);
_toggle.TryDeactivate(uid);
}
/// <summary>