Add navmap beacon to armed nukes (#20394)
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@@ -2,6 +2,7 @@ using Content.Server.AlertLevel;
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using Content.Server.Audio;
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using Content.Server.Chat.Systems;
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using Content.Server.Explosion.EntitySystems;
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using Content.Server.Pinpointer;
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using Content.Server.Popups;
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using Content.Server.Station.Systems;
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using Content.Shared.Audio;
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@@ -29,6 +30,7 @@ public sealed class NukeSystem : EntitySystem
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly ITileDefinitionManager _tileDefManager = default!;
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[Dependency] private readonly ItemSlotsSystem _itemSlots = default!;
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[Dependency] private readonly NavMapSystem _navMap = default!;
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[Dependency] private readonly PointLightSystem _pointLight = default!;
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[Dependency] private readonly PopupSystem _popups = default!;
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[Dependency] private readonly ServerGlobalSoundSystem _sound = default!;
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@@ -458,6 +460,8 @@ public sealed class NukeSystem : EntitySystem
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// turn on the spinny light
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_pointLight.SetEnabled(uid, true);
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// enable the navmap beacon for people to find it
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_navMap.SetBeaconEnabled(uid, true);
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_itemSlots.SetLock(uid, component.DiskSlot, true);
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if (!nukeXform.Anchored)
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@@ -500,6 +504,8 @@ public sealed class NukeSystem : EntitySystem
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// turn off the spinny light
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_pointLight.SetEnabled(uid, false);
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// disable the navmap beacon now that its disarmed
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_navMap.SetBeaconEnabled(uid, false);
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// start bomb cooldown
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_itemSlots.SetLock(uid, component.DiskSlot, false);
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@@ -130,7 +130,7 @@ public sealed class NavMapSystem : SharedNavMapSystem
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while (beaconQuery.MoveNext(out var beaconUid, out var beacon, out var xform))
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{
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if (xform.GridUid != uid || !CanBeacon(beaconUid, xform))
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if (!beacon.Enabled || xform.GridUid != uid || !CanBeacon(beaconUid, xform))
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continue;
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// TODO: Make warp points use metadata name instead.
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@@ -236,4 +236,28 @@ public sealed class NavMapSystem : SharedNavMapSystem
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Dirty(component);
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}
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/// <summary>
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/// Sets the beacon's Enabled field and refreshes the grid.
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/// </summary>
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public void SetBeaconEnabled(EntityUid uid, bool enabled, NavMapBeaconComponent? comp = null)
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{
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if (!Resolve(uid, ref comp) || comp.Enabled == enabled)
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return;
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comp.Enabled = enabled;
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RefreshNavGrid(uid);
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}
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/// <summary>
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/// Toggles the beacon's Enabled field and refreshes the grid.
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/// </summary>
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public void ToggleBeacon(EntityUid uid, NavMapBeaconComponent? comp = null)
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{
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if (!Resolve(uid, ref comp))
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return;
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SetBeaconEnabled(uid, !comp.Enabled, comp);
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}
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}
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@@ -5,15 +5,21 @@ namespace Content.Shared.Pinpointer;
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/// <summary>
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/// Will show a marker on a NavMap.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[RegisterComponent, Access(typeof(SharedNavMapSystem))]
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public sealed partial class NavMapBeaconComponent : Component
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{
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/// <summary>
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/// Defaults to entity name if nothing found.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("text"), AutoNetworkedField]
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[ViewVariables(VVAccess.ReadWrite), DataField]
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public string? Text;
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[ViewVariables(VVAccess.ReadWrite), DataField("color"), AutoNetworkedField]
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[ViewVariables(VVAccess.ReadWrite), DataField]
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public Color Color = Color.Orange;
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/// <summary>
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/// Only enabled beacons can be seen on a station map.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField]
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public bool Enabled = true;
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}
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@@ -31,6 +31,10 @@
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mask: /Textures/Effects/LightMasks/double_cone.png
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- type: RotatingLight
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speed: 120
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- type: NavMapBeacon
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color: "#ff0000"
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text: nuclear fission explosive
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enabled: false
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- type: NukeLabel
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- type: Nuke
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explosionType: Default
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