Only sec glasses can show contraband: second attempt (#36412)
* Add base code for cheking contraband in hud * Fix missing using in InventorySystem.Relay * Fix errors and update HUD yml * Add show contraband with component on entity * fix component description * Update Content.Shared/Contraband/ShowContrabandDetailsComponent.cs Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> * Update "if" for check if ent hasComp in contrabandSystem * Remove << InventorySystem.Relay.cs * Update Content.Shared/Contraband/ShowContrabandDetailsComponent.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Content.Shared/CCVar/CCVars.Game.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix partial class ShowContrabandSystem Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Content.Shared/Contraband/ShowContrabandDetailsComponent.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Content.Shared/Inventory/InventorySystem.Relay.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Some update ShowContrabandSystem * Try with record struct * back again ti default class with EntityEventArgs * Remove EntityEventArgs * Finally use record struct --------- Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
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@@ -1,4 +1,4 @@
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using Content.Shared.Roles;
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using Content.Shared.Roles;
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using Robust.Shared.Configuration;
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namespace Content.Shared.CCVar;
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@@ -386,6 +386,12 @@ public sealed partial class CCVars
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public static readonly CVarDef<bool> ContrabandExamine =
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CVarDef.Create("game.contraband_examine", true, CVar.SERVER | CVar.REPLICATED);
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/// <summary>
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/// If true, contraband examination is only possible while wearing an item with `ShowContrabandDetailsComponent`. Requires `ContrabandExamine` to be true as well.
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/// </summary>
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public static readonly CVarDef<bool> ContrabandExamineOnlyInHUD =
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CVarDef.Create("game.contraband_examine_only_in_hud", false, CVar.SERVER | CVar.REPLICATED);
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/// <summary>
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/// Size of the lookup area for adding entities to the context menu
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/// </summary>
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@@ -1,4 +1,3 @@
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using System.Linq;
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using Content.Shared.Access.Systems;
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using Content.Shared.CCVar;
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using Content.Shared.Examine;
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@@ -8,6 +7,7 @@ using Content.Shared.Verbs;
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using Robust.Shared.Configuration;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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using System.Linq;
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namespace Content.Shared.Contraband;
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@@ -22,6 +22,7 @@ public sealed class ContrabandSystem : EntitySystem
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[Dependency] private readonly ExamineSystemShared _examine = default!;
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private bool _contrabandExamineEnabled;
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private bool _contrabandExamineOnlyInHudEnabled;
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/// <inheritdoc/>
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public override void Initialize()
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@@ -29,6 +30,7 @@ public sealed class ContrabandSystem : EntitySystem
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SubscribeLocalEvent<ContrabandComponent, GetVerbsEvent<ExamineVerb>>(OnDetailedExamine);
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Subs.CVar(_configuration, CCVars.ContrabandExamine, SetContrabandExamine, true);
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Subs.CVar(_configuration, CCVars.ContrabandExamineOnlyInHUD, SetContrabandExamineOnlyInHUD, true);
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}
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public void CopyDetails(EntityUid uid, ContrabandComponent other, ContrabandComponent? contraband = null)
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@@ -42,12 +44,21 @@ public sealed class ContrabandSystem : EntitySystem
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Dirty(uid, contraband);
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}
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private void OnDetailedExamine(EntityUid ent,ContrabandComponent component, ref GetVerbsEvent<ExamineVerb> args)
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private void OnDetailedExamine(EntityUid ent, ContrabandComponent component, ref GetVerbsEvent<ExamineVerb> args)
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{
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if (!_contrabandExamineEnabled)
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return;
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// Checking if contraband is only shown in the HUD
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if (_contrabandExamineOnlyInHudEnabled)
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{
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var ev = new GetContrabandDetailsEvent();
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RaiseLocalEvent(args.User, ref ev);
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if (!ev.CanShowContraband)
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return;
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}
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// CanAccess is not used here, because we want people to be able to examine legality in strip menu.
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if (!args.CanInteract)
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return;
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@@ -114,4 +125,9 @@ public sealed class ContrabandSystem : EntitySystem
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{
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_contrabandExamineEnabled = val;
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}
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private void SetContrabandExamineOnlyInHUD(bool val)
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{
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_contrabandExamineOnlyInHudEnabled = val;
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}
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}
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@@ -0,0 +1,9 @@
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using Robust.Shared.GameStates;
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namespace Content.Shared.Contraband;
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/// <summary>
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/// This component allows you to see Contraband details on examine items
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class ShowContrabandDetailsComponent : Component;
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27
Content.Shared/Contraband/ShowContrabandSystem.cs
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27
Content.Shared/Contraband/ShowContrabandSystem.cs
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@@ -0,0 +1,27 @@
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using Content.Shared.Inventory;
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namespace Content.Shared.Contraband;
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public sealed partial class ShowContrabandSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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Subs.SubscribeWithRelay<ShowContrabandDetailsComponent, GetContrabandDetailsEvent>(OnGetContrabandDetails);
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}
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private void OnGetContrabandDetails(Entity<ShowContrabandDetailsComponent> ent, ref GetContrabandDetailsEvent args)
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{
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args.CanShowContraband = true;
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}
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}
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/// <summary>
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/// Raised on an entity and its inventory to determine if it can see contraband information in the examination window.
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/// </summary>
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[ByRefEvent]
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public record struct GetContrabandDetailsEvent(bool CanShowContraband = false) : IInventoryRelayEvent
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{
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SlotFlags IInventoryRelayEvent.TargetSlots => SlotFlags.EYES;
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}
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@@ -4,6 +4,7 @@ using Content.Shared.Chat;
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using Content.Shared.Chemistry;
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using Content.Shared.Chemistry.Hypospray.Events;
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using Content.Shared.Climbing.Events;
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using Content.Shared.Contraband;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Events;
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using Content.Shared.Electrocution;
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@@ -55,6 +56,7 @@ public partial class InventorySystem
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SubscribeLocalEvent<InventoryComponent, GetSlowedOverSlipperyModifierEvent>(RefRelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, ModifySlowOnDamageSpeedEvent>(RefRelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, ExtinguishEvent>(RefRelayInventoryEvent);
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SubscribeLocalEvent<InventoryComponent, GetContrabandDetailsEvent>(RefRelayInventoryEvent);
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// Eye/vision events
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SubscribeLocalEvent<InventoryComponent, CanSeeAttemptEvent>(RelayInventoryEvent);
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@@ -6,6 +6,7 @@
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- type: ShowJobIcons
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- type: ShowMindShieldIcons
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- type: ShowCriminalRecordIcons
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- type: ShowContrabandDetails
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- type: entity
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id: ShowMedicalIcons
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@@ -95,6 +95,7 @@
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- type: SolutionScanner
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- type: IgnoreUIRange
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- type: ShowAntagIcons
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- type: ShowContrabandDetails
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- type: Inventory
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templateId: aghost
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- type: Loadout
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