Files
tbd-station-14/Content.Shared/PowerCell/PowerCellDrawComponent.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

67 lines
2.2 KiB
C#

using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.PowerCell;
/// <summary>
/// Indicates that the entity's ActivatableUI requires power or else it closes.
/// </summary>
/// <remarks>
/// With ActivatableUI it will activate and deactivate when the ui is opened and closed, drawing power inbetween.
/// Requires <see cref="ItemToggleComponent"/> to work.
/// </remarks>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, AutoGenerateComponentPause]
public sealed partial class PowerCellDrawComponent : Component
{
#region Prediction
/// <summary>
/// Whether there is any charge available to draw.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("canDraw"), AutoNetworkedField]
public bool CanDraw;
/// <summary>
/// Whether there is sufficient charge to use.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("canUse"), AutoNetworkedField]
public bool CanUse;
#endregion
/// <summary>
/// Whether drawing is enabled, regardless of ItemToggle.
/// Having no cell will still disable it.
/// Only use this if you really don't want it to use power for some time.
/// </summary>
[DataField, AutoNetworkedField]
public bool Enabled = true;
/// <summary>
/// How much the entity draws while the UI is open.
/// Set to 0 if you just wish to check for power upon opening the UI.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("drawRate")]
public float DrawRate = 1f;
/// <summary>
/// How much power is used whenever the entity is "used".
/// This is used to ensure the UI won't open again without a minimum use power.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("useRate")]
public float UseRate;
/// <summary>
/// When the next automatic power draw will occur
/// </summary>
[DataField("nextUpdate", customTypeSerializer: typeof(TimeOffsetSerializer))]
[AutoPausedField]
public TimeSpan NextUpdateTime;
/// <summary>
/// How long to wait between power drawing.
/// </summary>
[DataField]
public TimeSpan Delay = TimeSpan.FromSeconds(1);
}