Files
tbd-station-14/Content.Server/Objectives/Systems/CodeConditionSystem.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

63 lines
1.7 KiB
C#

using Content.Server.Objectives.Components;
using Content.Shared.Objectives.Components;
using Content.Shared.Mind;
using Content.Shared.Mind.Components;
namespace Content.Server.Objectives.Systems;
/// <summary>
/// Handles <see cref="CodeConditionComponent"/> progress and provides API for systems to use.
/// </summary>
public sealed class CodeConditionSystem : EntitySystem
{
[Dependency] private readonly SharedMindSystem _mind = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<CodeConditionComponent, ObjectiveGetProgressEvent>(OnGetProgress);
}
private void OnGetProgress(Entity<CodeConditionComponent> ent, ref ObjectiveGetProgressEvent args)
{
args.Progress = ent.Comp.Completed ? 1f : 0f;
}
/// <summary>
/// Returns whether an objective is completed.
/// </summary>
public bool IsCompleted(Entity<CodeConditionComponent?> ent)
{
if (!Resolve(ent, ref ent.Comp))
return false;
return ent.Comp.Completed;
}
/// <summary>
/// Sets an objective's completed field.
/// </summary>
public void SetCompleted(Entity<CodeConditionComponent?> ent, bool completed = true)
{
if (!Resolve(ent, ref ent.Comp))
return;
ent.Comp.Completed = completed;
}
/// <summary>
/// Sets a mob's objective to complete.
/// </summary>
public void SetCompleted(Entity<MindContainerComponent?> mob, string prototype, bool completed = true)
{
if (_mind.GetMind(mob, mob.Comp) is not {} mindId)
return;
if (!_mind.TryFindObjective(mindId, prototype, out var obj))
return;
SetCompleted(obj.Value, completed);
}
}