Land mine armament (#33883)
* Land Mine is now armable, it will not explode unless armed. * Land Mine is now armable, it will not explode unless armed. * Explicitly have Armed as false * SharedLandMineSystem.cs adds the "Arm"-verb in "Content.Shared" with the Arming logic being implemented in "Content.Server" * Land Mines now blink only when armed. * Added prediction components, moved logic to SharedLandMineSystem.cs and inherit it in client content. * Accessing the datafield directly instead of using methods * Mines are now armed by default with a unarmed prototype * Land mine now shows if it is armed when examined and in range. * Landmine is unarmed by default with an armed variant for mapping purposes. * Removed properties that were already defined by inheritance. * Access the bool directly from the component * Add booleans to change if the Arm-verb is showed and if examining the mine shows the status. * Added status message for unarmed mine, removed using PushGroup since only one string is displayed. * Added properties to the explosive floor sign to ensure that it is armed, not showing neither status nor arm-verb. * The prototypes work now as before with added unarmed versions. Sprite is now only one toggable layer. * Make the craftable land mine unarmed. * Refactored the arming mechanic into own component and system. * Reverted the explosive wet floor sign to previous prototype and added the Armable component and ItemToggle to the landmines. * Moved the examination strings from land-mines.ftl to armable.ftl. * Removed unused property. * Formatting and fixing imports * Added prefixes to the ftl naming. Moved LocId from system to component * Added documentation. Moved check for armable to HandleStepTriggerAttempt. Moved the LocId to component. * Removed the TryArming method. Added documentation. * Removed unnecessary TryComp * Simplified the logic for the trigger attempt * HasComp instead of TryComp on logic * EmoGarbage Review --------- Co-authored-by: Franz - Josef Björck <kaiserbirch@proton.me> Co-authored-by: EmoGarbage404 <retron404@gmail.com>
This commit is contained in:
@@ -1,13 +0,0 @@
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using Robust.Shared.Audio;
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namespace Content.Server.LandMines;
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[RegisterComponent]
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public sealed partial class LandMineComponent : Component
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{
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/// <summary>
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/// Trigger sound effect when stepping onto landmine
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public SoundSpecifier? Sound;
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}
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@@ -1,7 +1,9 @@
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using Content.Server.Explosion.EntitySystems;
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using Content.Shared.Armable;
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using Content.Shared.Item.ItemToggle.Components;
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using Content.Shared.LandMines;
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using Content.Shared.Popups;
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using Content.Shared.StepTrigger.Systems;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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namespace Content.Server.LandMines;
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@@ -14,30 +16,46 @@ public sealed class LandMineSystem : EntitySystem
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<LandMineComponent, StepTriggeredOnEvent>(HandleStepOnTriggered);
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SubscribeLocalEvent<LandMineComponent, StepTriggeredOffEvent>(HandleStepOffTriggered);
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SubscribeLocalEvent<LandMineComponent, StepTriggerAttemptEvent>(HandleStepTriggerAttempt);
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}
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/// <summary>
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/// Warns the player when stepped on.
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/// </summary>
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private void HandleStepOnTriggered(EntityUid uid, LandMineComponent component, ref StepTriggeredOnEvent args)
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{
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if (!string.IsNullOrEmpty(component.TriggerText))
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{
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_popupSystem.PopupCoordinates(
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Loc.GetString("land-mine-triggered", ("mine", uid)),
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Loc.GetString(component.TriggerText, ("mine", uid)),
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Transform(uid).Coordinates,
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args.Tripper,
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PopupType.LargeCaution);
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}
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_audioSystem.PlayPvs(component.Sound, uid);
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}
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/// <summary>
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/// Sends a trigger when stepped off.
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/// </summary>
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private void HandleStepOffTriggered(EntityUid uid, LandMineComponent component, ref StepTriggeredOffEvent args)
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{
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_trigger.Trigger(uid, args.Tripper);
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}
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private static void HandleStepTriggerAttempt(EntityUid uid, LandMineComponent component, ref StepTriggerAttemptEvent args)
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/// <summary>
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/// Presumes that the landmine isn't armable and should be treated as always armed.
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/// If Armable and ItemToggle is present the event will continue only if the mine is activated.
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/// </summary>
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private void HandleStepTriggerAttempt(EntityUid uid, LandMineComponent component, ref StepTriggerAttemptEvent args)
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{
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args.Continue = true;
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if (HasComp<ArmableComponent>(uid) && TryComp<ItemToggleComponent>(uid, out var itemToggle))
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args.Continue = itemToggle.Activated;
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}
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}
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35
Content.Shared/Armable/ArmableComponent.cs
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35
Content.Shared/Armable/ArmableComponent.cs
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@@ -0,0 +1,35 @@
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using Robust.Shared.GameStates;
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namespace Content.Shared.Armable;
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/// <summary>
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/// Makes an item armable, needs ItemToggleComponent to work.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(ArmableSystem))]
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public sealed partial class ArmableComponent : Component
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{
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/// <summary>
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/// Does it show its status on examination?
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool ShowStatusOnExamination = true;
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/// <summary>
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/// Does it change appearance when activated?
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool ChangeAppearance = true;
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/// <summary>
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/// Text to show on examination when the entity is armed.
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/// </summary>
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[DataField]
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public LocId? ExamineTextArmed = "armable-examine-armed";
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/// <summary>
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/// Text to show on examination when the entity is not armed
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/// </summary>
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[DataField]
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public LocId? ExamineTextNotArmed ="armable-examine-not-armed";
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}
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54
Content.Shared/Armable/ArmableSystem.cs
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54
Content.Shared/Armable/ArmableSystem.cs
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@@ -0,0 +1,54 @@
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using Content.Shared.Examine;
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using Content.Shared.Item.ItemToggle;
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using Content.Shared.Item.ItemToggle.Components;
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namespace Content.Shared.Armable;
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/// <summary>
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/// When used together with ItemToggle this will make the ItemToggle one way which is then used to represent an armed
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/// state. If ItemComponent.Activated is true then the item is considered to be armed and should be able to be
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/// triggered.
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/// </summary>
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public sealed class ArmableSystem : EntitySystem
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{
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[Dependency] private readonly ItemToggleSystem _itemToggle = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ArmableComponent, ExaminedEvent>(OnExamine);
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SubscribeLocalEvent<ArmableComponent, ItemToggledEvent>(ArmingDone);
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}
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/// <summary>
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/// Shows the status of the armable entity on examination.
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/// </summary>
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private void OnExamine(EntityUid uid, ArmableComponent comp, ExaminedEvent args)
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{
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if (!args.IsInDetailsRange || !comp.ShowStatusOnExamination || !TryComp<ItemToggleComponent>(uid, out var itemToggle))
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return;
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if (itemToggle.Activated)
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{
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if (!string.IsNullOrEmpty(comp.ExamineTextArmed))
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args.PushMarkup(Loc.GetString(comp.ExamineTextArmed, ("name", uid)));
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}
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else
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{
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if (!string.IsNullOrEmpty(comp.ExamineTextNotArmed))
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args.PushMarkup(Loc.GetString(comp.ExamineTextNotArmed,("name", uid)));
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}
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}
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/// <summary>
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/// Changes the appearance and disables the ItemToggleComponent as to not show the deactivate verb.
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/// Whatever is armed should probably not be trivially disarmed.
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/// </summary>
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private void ArmingDone(Entity<ArmableComponent> entity, ref ItemToggledEvent args)
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{
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if (!args.Activated)
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return;
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_itemToggle.SetOnActivate(entity.Owner, false);
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}
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}
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@@ -22,7 +22,7 @@ public sealed partial class ItemToggleComponent : Component
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/// <summary>
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/// Can the entity be activated in the world.
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/// </summary>
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[DataField]
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[DataField, AutoNetworkedField]
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public bool OnActivate = true;
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/// <summary>
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@@ -263,6 +263,21 @@ public sealed class ItemToggleSystem : EntitySystem
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RaiseLocalEvent(uid, ref toggleUsed);
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}
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/// <summary>
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/// Sets if this toggleable item can be activated in world by pressing "e"
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/// </summary>
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public void SetOnActivate(Entity<ItemToggleComponent?> ent, bool val)
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{
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if (!Resolve(ent, ref ent.Comp))
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return;
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if (ent.Comp.OnActivate == val)
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return;
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ent.Comp.OnActivate = val;
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Dirty(ent);
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}
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private void UpdateVisuals(Entity<ItemToggleComponent> ent)
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{
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if (TryComp(ent, out AppearanceComponent? appearance))
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23
Content.Shared/LandMines/LandMineComponent.cs
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23
Content.Shared/LandMines/LandMineComponent.cs
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@@ -0,0 +1,23 @@
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using Robust.Shared.Audio;
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namespace Content.Shared.LandMines;
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/// <summary>
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/// Give a warning if stepped on and will execute a trigger on step off. When used together with ArmableComponent and
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/// ItemToggleComponent it will only trigger if "ItemToggle.Activated" is true.
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/// </summary>
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[RegisterComponent]
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public sealed partial class LandMineComponent : Component
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{
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/// <summary>
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/// The text that popups when the landmine is stepped on.
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/// </summary>
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[DataField]
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public LocId? TriggerText = "land-mine-triggered";
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/// <summary>
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/// Trigger sound effect when stepping onto landmine
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/// </summary>
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[DataField]
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public SoundSpecifier? Sound;
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}
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2
Resources/Locale/en-US/armable/armable.ftl
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2
Resources/Locale/en-US/armable/armable.ftl
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@@ -0,0 +1,2 @@
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armable-examine-armed = {CAPITALIZE(THE($name))} is [color=red]armed[/color].
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armable-examine-not-armed = {CAPITALIZE(THE($name))} needs to be armed.
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@@ -1 +1,2 @@
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land-mine-triggered = You step on the { $mine }!
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land-mine-verb-begin = Arm
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@@ -4,7 +4,11 @@
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components:
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- type: Clickable
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- type: InteractionOutline
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- type: Anchorable
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- type: ItemToggle
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soundActivate:
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path: /Audio/Weapons/click.ogg
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params:
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maxDistance: 1
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- type: Pullable
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- type: MovedByPressure
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- type: Physics
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@@ -22,7 +26,16 @@
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- type: Sprite
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drawdepth: Items
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sprite: Objects/Misc/landmine.rsi
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state: landmine
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layers:
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- state: landmine-inactive
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map: [ "enum.ToggleVisuals.Layer" ]
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- type: Appearance
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- type: GenericVisualizer
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visuals:
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enum.ToggleVisuals.Toggled:
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enum.ToggleVisuals.Layer:
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True: {state: landmine}
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False: {state: landmine-inactive}
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- type: Damageable
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damageContainer: Inorganic
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- type: Destructible
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@@ -39,33 +52,60 @@
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path: /Audio/Effects/beep_landmine.ogg
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params:
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maxDistance: 10
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- type: Armable
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- type: StepTrigger
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requiredTriggeredSpeed: 0
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stepOn: true
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- type: entity
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id: LandMineKickUnarmed
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name: kick mine
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parent: BaseLandMine
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id: LandMineKick
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components:
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- type: GhostKickUserOnTrigger
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- type: DeleteOnTrigger
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- type: entity
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id: LandMineKick
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suffix: armed
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parent: LandMineKickUnarmed
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components:
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- type: ItemToggle
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activated: true
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onActivate: false
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- type: Armable
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- type: Sprite
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layers:
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- state: landmine
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- type: entity
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name: modular mine
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description: This bad boy could be packing any number of dangers. Or a bike horn.
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parent: BaseLandMine
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id: LandMineModular
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id: LandMineModularUnarmed
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components:
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- type: PayloadCase
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- type: Construction
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graph: ModularMineGraph
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node: emptyCase
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- type: entity
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id: LandMineModular
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suffix: armed
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parent: LandMineModularUnarmed
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components:
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- type: ItemToggle
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activated: true
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onActivate: false
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- type: Armable
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- type: Sprite
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layers:
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- state: landmine
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- type: entity
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name: explosive mine
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parent: BaseLandMine
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id: LandMineExplosive
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id: LandMineExplosiveUnarmed
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components:
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- type: ExplodeOnTrigger
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- type: Explosive
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@@ -74,3 +114,16 @@
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intensitySlope: 3
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totalIntensity: 120 # about a ~4 tile radius
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canCreateVacuum: false
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- type: entity
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suffix: armed
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parent: LandMineExplosiveUnarmed
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id: LandMineExplosive
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components:
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- type: ItemToggle
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activated: true
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onActivate: false
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- type: Armable
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- type: Sprite
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layers:
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- state: landmine
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@@ -12,7 +12,7 @@
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doAfter: 1
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- node: emptyCase
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entity: LandMineModular
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entity: LandMineModularUnarmed
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edges:
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- to: wiredCase
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steps:
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@@ -34,7 +34,7 @@
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doAfter: 2
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- node: wiredCase
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entity: LandMineModular
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entity: LandMineModularUnarmed
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actions:
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- !type:PlaySound
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sound: /Audio/Machines/button.ogg
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