Files
tbd-station-14/Content.Shared/Ninja/Systems/EmagProviderSystem.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

64 lines
2.1 KiB
C#

using Content.Shared.Administration.Logs;
using Content.Shared.Database;
using Content.Shared.Emag.Systems;
using Content.Shared.Interaction;
using Content.Shared.Ninja.Components;
using Content.Shared.Tag;
using Content.Shared.Whitelist;
namespace Content.Shared.Ninja.Systems;
/// <summary>
/// Handles emagging whitelisted objects when clicked.
/// </summary>
public sealed class EmagProviderSystem : EntitySystem
{
[Dependency] private readonly EmagSystem _emag = default!;
[Dependency] private readonly EntityWhitelistSystem _whitelist = default!;
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] private readonly SharedNinjaGlovesSystem _gloves = default!;
[Dependency] private readonly TagSystem _tag = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<EmagProviderComponent, BeforeInteractHandEvent>(OnBeforeInteractHand);
}
/// <summary>
/// Emag clicked entities that are on the whitelist.
/// </summary>
private void OnBeforeInteractHand(Entity<EmagProviderComponent> ent, ref BeforeInteractHandEvent args)
{
// TODO: change this into a generic check event thing
if (args.Handled || !_gloves.AbilityCheck(ent, args, out var target))
return;
var (uid, comp) = ent;
// only allowed to emag entities on the whitelist
if (_whitelist.IsWhitelistFail(comp.Whitelist, target))
return;
// only allowed to emag non-immune entities
if (_tag.HasTag(target, comp.EmagImmuneTag))
return;
var handled = _emag.DoEmagEffect(uid, target);
if (!handled)
return;
_adminLogger.Add(LogType.Emag, LogImpact.High, $"{ToPrettyString(uid):player} emagged {ToPrettyString(target):target}");
var ev = new EmaggedSomethingEvent(target);
RaiseLocalEvent(uid, ref ev);
args.Handled = true;
}
}
/// <summary>
/// Raised on the player when emagging something.
/// </summary>
[ByRefEvent]
public record struct EmaggedSomethingEvent(EntityUid Target);