* Land Mine is now armable, it will not explode unless armed. * Land Mine is now armable, it will not explode unless armed. * Explicitly have Armed as false * SharedLandMineSystem.cs adds the "Arm"-verb in "Content.Shared" with the Arming logic being implemented in "Content.Server" * Land Mines now blink only when armed. * Added prediction components, moved logic to SharedLandMineSystem.cs and inherit it in client content. * Accessing the datafield directly instead of using methods * Mines are now armed by default with a unarmed prototype * Land mine now shows if it is armed when examined and in range. * Landmine is unarmed by default with an armed variant for mapping purposes. * Removed properties that were already defined by inheritance. * Access the bool directly from the component * Add booleans to change if the Arm-verb is showed and if examining the mine shows the status. * Added status message for unarmed mine, removed using PushGroup since only one string is displayed. * Added properties to the explosive floor sign to ensure that it is armed, not showing neither status nor arm-verb. * The prototypes work now as before with added unarmed versions. Sprite is now only one toggable layer. * Make the craftable land mine unarmed. * Refactored the arming mechanic into own component and system. * Reverted the explosive wet floor sign to previous prototype and added the Armable component and ItemToggle to the landmines. * Moved the examination strings from land-mines.ftl to armable.ftl. * Removed unused property. * Formatting and fixing imports * Added prefixes to the ftl naming. Moved LocId from system to component * Added documentation. Moved check for armable to HandleStepTriggerAttempt. Moved the LocId to component. * Removed the TryArming method. Added documentation. * Removed unnecessary TryComp * Simplified the logic for the trigger attempt * HasComp instead of TryComp on logic * EmoGarbage Review --------- Co-authored-by: Franz - Josef Björck <kaiserbirch@proton.me> Co-authored-by: EmoGarbage404 <retron404@gmail.com>
36 lines
1022 B
C#
36 lines
1022 B
C#
using Robust.Shared.GameStates;
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namespace Content.Shared.Armable;
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/// <summary>
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/// Makes an item armable, needs ItemToggleComponent to work.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(ArmableSystem))]
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public sealed partial class ArmableComponent : Component
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{
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/// <summary>
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/// Does it show its status on examination?
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool ShowStatusOnExamination = true;
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/// <summary>
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/// Does it change appearance when activated?
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool ChangeAppearance = true;
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/// <summary>
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/// Text to show on examination when the entity is armed.
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/// </summary>
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[DataField]
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public LocId? ExamineTextArmed = "armable-examine-armed";
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/// <summary>
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/// Text to show on examination when the entity is not armed
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/// </summary>
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[DataField]
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public LocId? ExamineTextNotArmed ="armable-examine-not-armed";
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}
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