Files
tbd-station-14/Content.Shared/Charges/Systems/SharedChargesSystem.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

104 lines
3.4 KiB
C#

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