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