Space Ninjas auto-toggle internals after spawning (#25083)

* fix engine version

* actually fix engine version

* Automatically activated breathing masks

* weh

* who needed that component anyway

* check if internals are already running

* Update Content.Server/Atmos/Components/BreathToolComponent.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Update Content.Server/Body/Systems/InternalsSystem.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* prediction

* record struct event

* remove delayed activation, instead ensure that masks spawn last

* leftover

* engine version

* re-implement

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
Errant
2024-05-03 03:24:21 +02:00
committed by GitHub
parent 192de3d9cb
commit f64dd5f45f
7 changed files with 65 additions and 20 deletions

View File

@@ -8,6 +8,7 @@ using Content.Shared.DoAfter;
using Content.Shared.Hands.Components;
using Content.Shared.Internals;
using Content.Shared.Inventory;
using Content.Shared.Roles;
using Content.Shared.Verbs;
using Robust.Shared.Containers;
using Robust.Shared.Utility;
@@ -23,17 +24,29 @@ public sealed class InternalsSystem : EntitySystem
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
public const SlotFlags InventorySlots = SlotFlags.POCKET | SlotFlags.BELT;
private EntityQuery<InternalsComponent> _internalsQuery;
public override void Initialize()
{
base.Initialize();
_internalsQuery = GetEntityQuery<InternalsComponent>();
SubscribeLocalEvent<InternalsComponent, InhaleLocationEvent>(OnInhaleLocation);
SubscribeLocalEvent<InternalsComponent, ComponentStartup>(OnInternalsStartup);
SubscribeLocalEvent<InternalsComponent, ComponentShutdown>(OnInternalsShutdown);
SubscribeLocalEvent<InternalsComponent, GetVerbsEvent<InteractionVerb>>(OnGetInteractionVerbs);
SubscribeLocalEvent<InternalsComponent, InternalsDoAfterEvent>(OnDoAfter);
SubscribeLocalEvent<StartingGearEquippedEvent>(OnStartingGear);
}
private void OnStartingGear(ref StartingGearEquippedEvent ev)
{
if (!_internalsQuery.TryComp(ev.Entity, out var internals) || internals.BreathToolEntity == null)
return;
ToggleInternals(ev.Entity, ev.Entity, force: false, internals);
}
private void OnGetInteractionVerbs(
@@ -217,7 +230,7 @@ public sealed class InternalsSystem : EntitySystem
if (component.BreathToolEntity is null || !AreInternalsWorking(component))
return 2;
// If pressure in the tank is below low pressure threshhold, flash warning on internals UI
// If pressure in the tank is below low pressure threshold, flash warning on internals UI
if (TryComp<GasTankComponent>(component.GasTankEntity, out var gasTank)
&& gasTank.IsLowPressure)
{