* 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>
104 lines
3.4 KiB
C#
104 lines
3.4 KiB
C#
using Content.Shared.Charges.Components;
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using Content.Shared.Examine;
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namespace Content.Shared.Charges.Systems;
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public abstract class SharedChargesSystem : EntitySystem
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{
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protected EntityQuery<LimitedChargesComponent> Query;
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public override void Initialize()
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{
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base.Initialize();
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Query = GetEntityQuery<LimitedChargesComponent>();
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SubscribeLocalEvent<LimitedChargesComponent, ExaminedEvent>(OnExamine);
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}
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protected virtual void OnExamine(EntityUid uid, LimitedChargesComponent comp, ExaminedEvent args)
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{
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if (!args.IsInDetailsRange)
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return;
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using (args.PushGroup(nameof(LimitedChargesComponent)))
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{
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args.PushMarkup(Loc.GetString("limited-charges-charges-remaining", ("charges", comp.Charges)));
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if (comp.Charges == comp.MaxCharges)
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{
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args.PushMarkup(Loc.GetString("limited-charges-max-charges"));
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}
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}
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}
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/// <summary>
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/// Tries to add a number of charges. If it over or underflows it will be clamped, wasting the extra charges.
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/// </summary>
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public virtual void AddCharges(EntityUid uid, int change, LimitedChargesComponent? comp = null)
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{
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if (!Query.Resolve(uid, ref comp, false))
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return;
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var old = comp.Charges;
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comp.Charges = Math.Clamp(comp.Charges + change, 0, comp.MaxCharges);
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if (comp.Charges != old)
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Dirty(uid, comp);
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}
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/// <summary>
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/// Gets the limited charges component and returns true if there are no charges. Will return false if there is no limited charges component.
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/// </summary>
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public bool IsEmpty(EntityUid uid, LimitedChargesComponent? comp = null)
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{
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// can't be empty if there are no limited charges
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if (!Query.Resolve(uid, ref comp, false))
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return false;
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return comp.Charges <= 0;
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}
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/// <summary>
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/// Uses a single charge. Must check IsEmpty beforehand to prevent using with 0 charge.
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/// </summary>
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public void UseCharge(EntityUid uid, LimitedChargesComponent? comp = null)
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{
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AddCharges(uid, -1, comp);
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}
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/// <summary>
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/// Checks IsEmpty and uses a charge if it isn't empty.
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/// </summary>
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public bool TryUseCharge(Entity<LimitedChargesComponent?> ent)
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{
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if (!Query.Resolve(ent, ref ent.Comp, false))
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return true;
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if (IsEmpty(ent, ent.Comp))
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return false;
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UseCharge(ent, ent.Comp);
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return true;
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}
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/// <summary>
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/// Gets the limited charges component and returns true if the number of charges remaining is less than the specified value.
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/// Will return false if there is no limited charges component.
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/// </summary>
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public bool HasInsufficientCharges(EntityUid uid, int requiredCharges, LimitedChargesComponent? comp = null)
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{
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// can't be empty if there are no limited charges
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if (!Resolve(uid, ref comp, false))
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return false;
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return comp.Charges < requiredCharges;
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}
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/// <summary>
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/// Uses up a specified number of charges. Must check HasInsufficentCharges beforehand to prevent using with insufficient remaining charges.
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/// </summary>
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public virtual void UseCharges(EntityUid uid, int chargesUsed, LimitedChargesComponent? comp = null)
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{
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AddCharges(uid, -chargesUsed, comp);
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}
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}
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