Files
tbd-station-14/Content.Shared/Clothing/MagbootsSystem.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

91 lines
3.4 KiB
C#

using Content.Shared.Actions;
using Content.Shared.Alert;
using Content.Shared.Atmos.Components;
using Content.Shared.Clothing.EntitySystems;
using Content.Shared.Gravity;
using Content.Shared.Inventory;
using Content.Shared.Item;
using Content.Shared.Item.ItemToggle;
using Content.Shared.Item.ItemToggle.Components;
using Robust.Shared.Containers;
namespace Content.Shared.Clothing;
public sealed class SharedMagbootsSystem : EntitySystem
{
[Dependency] private readonly AlertsSystem _alerts = default!;
[Dependency] private readonly ClothingSystem _clothing = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly ItemToggleSystem _toggle = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly SharedGravitySystem _gravity = default!;
[Dependency] private readonly SharedItemSystem _item = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<MagbootsComponent, ItemToggledEvent>(OnToggled);
SubscribeLocalEvent<MagbootsComponent, ClothingGotEquippedEvent>(OnGotEquipped);
SubscribeLocalEvent<MagbootsComponent, ClothingGotUnequippedEvent>(OnGotUnequipped);
SubscribeLocalEvent<MagbootsComponent, IsWeightlessEvent>(OnIsWeightless);
SubscribeLocalEvent<MagbootsComponent, InventoryRelayedEvent<IsWeightlessEvent>>(OnIsWeightless);
}
private void OnToggled(Entity<MagbootsComponent> ent, ref ItemToggledEvent args)
{
var (uid, comp) = ent;
// only stick to the floor if being worn in the correct slot
if (_container.TryGetContainingContainer(uid, out var container) &&
_inventory.TryGetSlotEntity(container.Owner, comp.Slot, out var worn)
&& uid == worn)
{
UpdateMagbootEffects(container.Owner, ent, args.Activated);
}
var prefix = args.Activated ? "on" : null;
_item.SetHeldPrefix(ent, prefix);
_clothing.SetEquippedPrefix(ent, prefix);
}
private void OnGotUnequipped(Entity<MagbootsComponent> ent, ref ClothingGotUnequippedEvent args)
{
UpdateMagbootEffects(args.Wearer, ent, false);
}
private void OnGotEquipped(Entity<MagbootsComponent> ent, ref ClothingGotEquippedEvent args)
{
UpdateMagbootEffects(args.Wearer, ent, _toggle.IsActivated(ent.Owner));
}
public void UpdateMagbootEffects(EntityUid user, Entity<MagbootsComponent> ent, bool state)
{
// TODO: public api for this and add access
if (TryComp<MovedByPressureComponent>(user, out var moved))
moved.Enabled = !state;
if (state)
_alerts.ShowAlert(user, ent.Comp.MagbootsAlert);
else
_alerts.ClearAlert(user, ent.Comp.MagbootsAlert);
}
private void OnIsWeightless(Entity<MagbootsComponent> ent, ref IsWeightlessEvent args)
{
if (args.Handled || !_toggle.IsActivated(ent.Owner))
return;
// do not cancel weightlessness if the person is in off-grid.
if (ent.Comp.RequiresGrid && !_gravity.EntityOnGravitySupportingGridOrMap(ent.Owner))
return;
args.IsWeightless = false;
args.Handled = true;
}
private void OnIsWeightless(Entity<MagbootsComponent> ent, ref InventoryRelayedEvent<IsWeightlessEvent> args)
{
OnIsWeightless(ent, ref args.Args);
}
}