Re-add action prototypes (#7508)
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
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@@ -5,7 +5,7 @@ using Content.Shared.Sound;
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using Content.Shared.Targeting;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Shared.CombatMode
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{
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@@ -27,22 +27,17 @@ namespace Content.Shared.CombatMode
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[DataField("disarmSuccessSound")]
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public readonly SoundSpecifier DisarmSuccessSound = new SoundPathSpecifier("/Audio/Effects/thudswoosh.ogg");
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// These are chonky default definitions for combat actions. But its a pain to add a yaml version of this for
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// every entity that wants combat mode, especially given that they're currently all identical... so ummm.. yeah.
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[DataField("disarmAction")]
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public readonly EntityTargetAction DisarmAction = new();
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[DataField("disarmActionId", customTypeSerializer:typeof(PrototypeIdSerializer<EntityTargetActionPrototype>))]
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public readonly string DisarmActionId = "Disarm";
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[DataField("disarmAction")] // must be a data-field to properly save cooldown when saving game state.
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public EntityTargetAction? DisarmAction;
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[DataField("combatToggleActionId", customTypeSerializer: typeof(PrototypeIdSerializer<InstantActionPrototype>))]
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public readonly string CombatToggleActionId = "CombatModeToggle";
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[DataField("combatToggleAction")]
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public readonly InstantAction CombatToggleAction = new()
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{
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Icon = new SpriteSpecifier.Texture(new ResourcePath("Interface/Actions/harmOff.png")),
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IconOn = new SpriteSpecifier.Texture(new ResourcePath("Interface/Actions/harm.png")),
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UserPopup = "action-popup-combat",
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PopupToggleSuffix = "-disabling",
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Name = "action-name-combat",
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Description = "action-description-combat",
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Event = new ToggleCombatActionEvent(),
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};
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public InstantAction? CombatToggleAction;
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[ViewVariables(VVAccess.ReadWrite)]
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public virtual bool IsInCombatMode
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@@ -52,7 +47,8 @@ namespace Content.Shared.CombatMode
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{
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if (_isInCombatMode == value) return;
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_isInCombatMode = value;
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EntitySystem.Get<SharedActionsSystem>().SetToggled(CombatToggleAction, _isInCombatMode);
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if (CombatToggleAction != null)
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EntitySystem.Get<SharedActionsSystem>().SetToggled(CombatToggleAction, _isInCombatMode);
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Dirty();
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// Regenerate physics contacts -> Can probably just selectively check
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