Add navmap beacon to armed nukes (#20394)

This commit is contained in:
deltanedas
2023-09-23 20:15:05 +01:00
committed by GitHub
parent eb4a9c4833
commit f747bfe5fc
4 changed files with 44 additions and 4 deletions

View File

@@ -2,6 +2,7 @@ using Content.Server.AlertLevel;
using Content.Server.Audio;
using Content.Server.Chat.Systems;
using Content.Server.Explosion.EntitySystems;
using Content.Server.Pinpointer;
using Content.Server.Popups;
using Content.Server.Station.Systems;
using Content.Shared.Audio;
@@ -29,6 +30,7 @@ public sealed class NukeSystem : EntitySystem
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly ITileDefinitionManager _tileDefManager = default!;
[Dependency] private readonly ItemSlotsSystem _itemSlots = default!;
[Dependency] private readonly NavMapSystem _navMap = default!;
[Dependency] private readonly PointLightSystem _pointLight = default!;
[Dependency] private readonly PopupSystem _popups = default!;
[Dependency] private readonly ServerGlobalSoundSystem _sound = default!;
@@ -458,6 +460,8 @@ public sealed class NukeSystem : EntitySystem
// turn on the spinny light
_pointLight.SetEnabled(uid, true);
// enable the navmap beacon for people to find it
_navMap.SetBeaconEnabled(uid, true);
_itemSlots.SetLock(uid, component.DiskSlot, true);
if (!nukeXform.Anchored)
@@ -500,6 +504,8 @@ public sealed class NukeSystem : EntitySystem
// turn off the spinny light
_pointLight.SetEnabled(uid, false);
// disable the navmap beacon now that its disarmed
_navMap.SetBeaconEnabled(uid, false);
// start bomb cooldown
_itemSlots.SetLock(uid, component.DiskSlot, false);

View File

@@ -130,7 +130,7 @@ public sealed class NavMapSystem : SharedNavMapSystem
while (beaconQuery.MoveNext(out var beaconUid, out var beacon, out var xform))
{
if (xform.GridUid != uid || !CanBeacon(beaconUid, xform))
if (!beacon.Enabled || xform.GridUid != uid || !CanBeacon(beaconUid, xform))
continue;
// TODO: Make warp points use metadata name instead.
@@ -236,4 +236,28 @@ public sealed class NavMapSystem : SharedNavMapSystem
Dirty(component);
}
/// <summary>
/// Sets the beacon's Enabled field and refreshes the grid.
/// </summary>
public void SetBeaconEnabled(EntityUid uid, bool enabled, NavMapBeaconComponent? comp = null)
{
if (!Resolve(uid, ref comp) || comp.Enabled == enabled)
return;
comp.Enabled = enabled;
RefreshNavGrid(uid);
}
/// <summary>
/// Toggles the beacon's Enabled field and refreshes the grid.
/// </summary>
public void ToggleBeacon(EntityUid uid, NavMapBeaconComponent? comp = null)
{
if (!Resolve(uid, ref comp))
return;
SetBeaconEnabled(uid, !comp.Enabled, comp);
}
}

View File

@@ -5,15 +5,21 @@ namespace Content.Shared.Pinpointer;
/// <summary>
/// Will show a marker on a NavMap.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[RegisterComponent, Access(typeof(SharedNavMapSystem))]
public sealed partial class NavMapBeaconComponent : Component
{
/// <summary>
/// Defaults to entity name if nothing found.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("text"), AutoNetworkedField]
[ViewVariables(VVAccess.ReadWrite), DataField]
public string? Text;
[ViewVariables(VVAccess.ReadWrite), DataField("color"), AutoNetworkedField]
[ViewVariables(VVAccess.ReadWrite), DataField]
public Color Color = Color.Orange;
/// <summary>
/// Only enabled beacons can be seen on a station map.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField]
public bool Enabled = true;
}

View File

@@ -31,6 +31,10 @@
mask: /Textures/Effects/LightMasks/double_cone.png
- type: RotatingLight
speed: 120
- type: NavMapBeacon
color: "#ff0000"
text: nuclear fission explosive
enabled: false
- type: NukeLabel
- type: Nuke
explosionType: Default