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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@@ -7,6 +7,7 @@ using Content.Shared.Database;
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using Content.Shared.Hands;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Item.ItemToggle;
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using Content.Shared.Item.ItemToggle.Components;
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using Content.Shared.Popups;
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using Content.Shared.Projectiles;
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@@ -27,10 +28,11 @@ namespace Content.Shared.Weapons.Reflect;
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/// </summary>
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public sealed class ReflectSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly INetManager _netManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly ItemToggleSystem _toggle = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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@@ -93,7 +95,7 @@ public sealed class ReflectSystem : EntitySystem
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private bool TryReflectProjectile(EntityUid user, EntityUid reflector, EntityUid projectile, ProjectileComponent? projectileComp = null, ReflectComponent? reflect = null)
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{
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if (!Resolve(reflector, ref reflect, false) ||
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!reflect.Enabled ||
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!_toggle.IsActivated(reflector) ||
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!TryComp<ReflectiveComponent>(projectile, out var reflective) ||
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(reflect.Reflects & reflective.Reflective) == 0x0 ||
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!_random.Prob(reflect.ReflectProb) ||
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@@ -162,7 +164,7 @@ public sealed class ReflectSystem : EntitySystem
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[NotNullWhen(true)] out Vector2? newDirection)
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{
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if (!TryComp<ReflectComponent>(reflector, out var reflect) ||
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!reflect.Enabled ||
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!_toggle.IsActivated(reflector) ||
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!_random.Prob(reflect.ReflectProb))
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{
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newDirection = null;
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@@ -214,8 +216,8 @@ public sealed class ReflectSystem : EntitySystem
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private void OnToggleReflect(EntityUid uid, ReflectComponent comp, ref ItemToggledEvent args)
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{
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comp.Enabled = args.Activated;
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Dirty(uid, comp);
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if (args.User is {} user)
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RefreshReflectUser(user);
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}
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/// <summary>
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@@ -225,7 +227,7 @@ public sealed class ReflectSystem : EntitySystem
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{
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foreach (var ent in _inventorySystem.GetHandOrInventoryEntities(user, SlotFlags.All & ~SlotFlags.POCKET))
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{
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if (!HasComp<ReflectComponent>(ent))
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if (!HasComp<ReflectComponent>(ent) || !_toggle.IsActivated(ent))
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continue;
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EnsureComp<ReflectUserComponent>(user);
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