Files
tbd-station-14/Content.Server/Weapons/Misc/TetherGunSystem.cs
deltanedas 02636386b5 item toggling giga rework + full ninja refactor (#28039)
* item toggle refactoring and some new systems

* add ToggleClothing component/system

* unhardcode magboots gravity logic

* make magboots and speedboots use ItemToggle and stuff

* remove now useless clothing components

* update client/server magboots systems

* add note to use ItemToggledEvent in ToggleActionEvent doc

* refactor PowerCellDraw to use ItemToggle for ui open/close control

* add TryUseCharges, refactor charges system

* update magboot trigger code

* make borg use ItemToggle, network SelectedModule instead of now removed Activated

* add AccessToggle for borg

* the giga ninja refactor

* update ninja yml

* update ItemToggle usage for some stuff

* fix activatableui requires power

* random fixing

* yaml fixing

* nuke ItemToggleDisarmMalus

* make defib use ItemToggle

* make things that use power not turn on if missing use charge

* pro

* fix sound prediction

* bruh

* proximity detector use ItemToggle

* oop

* big idiot syndrome

* fix ninja spawn rule and make it generic

* fix ninja spawn rule yml

* move loading profiles into AntagLoadProfileRule

* more ninja refactor

* ninja yml fixes

* the dreaded copy paste ops

* remove useless NinjaRuleComponent and ue AntagSelection for greeting

* fix invisibility

* move IsCompleted to SharedObjectivesSystem

* ability fixes

* oop fix powercell instantly draining itself

* sentient speedboots gaming

* make reflect use ItemToggle

* fix other test

* loadprofilerule moved into its own pr

* remove conflict with dragon refactor

* remove all GenericAntag code from ninja

* )

* probably

* remove old enabled

* great language bravo vince

* GREAT LANGUAGE

* who made this language

* because it stinks

* reparent blood-red magboots to magboots probbbly works

* most of the review stuff

* hasGrav doesnt mean what i thought it did

* make health analyzer use itemtoggle, not fail test

* fix mag/speed boots being wacky

* UNTROLL

* add ItemToggle to the random health analyzers

* a

* remove unused obsolete borg func

* untrolling

* :trollface:

* fix test

* fix

* g

* untroll

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
2024-07-11 15:55:56 +10:00

50 lines
1.7 KiB
C#

using Content.Server.PowerCell;
using Content.Shared.Item.ItemToggle;
using Content.Shared.PowerCell;
using Content.Shared.Weapons.Misc;
using Robust.Shared.Physics.Components;
namespace Content.Server.Weapons.Misc;
public sealed class TetherGunSystem : SharedTetherGunSystem
{
[Dependency] private readonly PowerCellSystem _cell = default!;
[Dependency] private readonly ItemToggleSystem _toggle = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<TetherGunComponent, PowerCellSlotEmptyEvent>(OnGunEmpty);
SubscribeLocalEvent<ForceGunComponent, PowerCellSlotEmptyEvent>(OnGunEmpty);
}
private void OnGunEmpty(EntityUid uid, BaseForceGunComponent component, ref PowerCellSlotEmptyEvent args)
{
StopTether(uid, component);
}
protected override bool CanTether(EntityUid uid, BaseForceGunComponent component, EntityUid target, EntityUid? user)
{
if (!base.CanTether(uid, component, target, user))
return false;
if (!_cell.HasDrawCharge(uid, user: user))
return false;
return true;
}
protected override void StartTether(EntityUid gunUid, BaseForceGunComponent component, EntityUid target, EntityUid? user,
PhysicsComponent? targetPhysics = null, TransformComponent? targetXform = null)
{
base.StartTether(gunUid, component, target, user, targetPhysics, targetXform);
_toggle.TryActivate(gunUid);
}
protected override void StopTether(EntityUid gunUid, BaseForceGunComponent component, bool land = true, bool transfer = false)
{
base.StopTether(gunUid, component, land, transfer);
_toggle.TryDeactivate(gunUid);
}
}