* 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>
59 lines
2.0 KiB
C#
59 lines
2.0 KiB
C#
using Content.Shared.Actions;
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using Content.Shared.Clothing;
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using Content.Shared.Clothing.Components;
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using Content.Shared.Inventory;
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using Content.Shared.Item.ItemToggle;
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using Content.Shared.Toggleable;
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namespace Content.Shared.Clothing.EntitySystems;
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/// <summary>
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/// Handles adding and using a toggle action for <see cref="ToggleClothingComponent"/>.
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/// </summary>
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public sealed class ToggleClothingSystem : EntitySystem
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{
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[Dependency] private readonly SharedActionsSystem _actions = 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<ToggleClothingComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<ToggleClothingComponent, GetItemActionsEvent>(OnGetActions);
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SubscribeLocalEvent<ToggleClothingComponent, ToggleActionEvent>(OnToggleAction);
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SubscribeLocalEvent<ToggleClothingComponent, ClothingGotUnequippedEvent>(OnUnequipped);
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}
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private void OnMapInit(Entity<ToggleClothingComponent> ent, ref MapInitEvent args)
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{
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var (uid, comp) = ent;
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// test funny
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if (string.IsNullOrEmpty(comp.Action))
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return;
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_actions.AddAction(uid, ref comp.ActionEntity, comp.Action);
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_actions.SetToggled(comp.ActionEntity, _toggle.IsActivated(ent.Owner));
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Dirty(uid, comp);
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}
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private void OnGetActions(Entity<ToggleClothingComponent> ent, ref GetItemActionsEvent args)
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{
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var ev = new ToggleClothingCheckEvent(args.User);
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RaiseLocalEvent(ent, ref ev);
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if (!ev.Cancelled)
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args.AddAction(ent.Comp.ActionEntity);
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}
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private void OnToggleAction(Entity<ToggleClothingComponent> ent, ref ToggleActionEvent args)
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{
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args.Handled = _toggle.Toggle(ent.Owner, args.Performer);
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}
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private void OnUnequipped(Entity<ToggleClothingComponent> ent, ref ClothingGotUnequippedEvent args)
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{
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if (ent.Comp.DisableOnUnequip)
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_toggle.TryDeactivate(ent.Owner, args.Wearer);
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}
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}
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