* 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>
116 lines
4.3 KiB
C#
116 lines
4.3 KiB
C#
using Content.Shared.Containers.ItemSlots;
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using Content.Shared.Item.ItemToggle;
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using Content.Shared.Item.ItemToggle.Components;
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using Content.Shared.PowerCell.Components;
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using Content.Shared.Rejuvenate;
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using Robust.Shared.Containers;
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using Robust.Shared.Timing;
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namespace Content.Shared.PowerCell;
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public abstract class SharedPowerCellSystem : EntitySystem
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{
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[Dependency] protected readonly IGameTiming Timing = default!;
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[Dependency] private readonly ItemSlotsSystem _itemSlots = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] protected 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<PowerCellSlotComponent, RejuvenateEvent>(OnRejuvenate);
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SubscribeLocalEvent<PowerCellSlotComponent, EntInsertedIntoContainerMessage>(OnCellInserted);
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SubscribeLocalEvent<PowerCellSlotComponent, EntRemovedFromContainerMessage>(OnCellRemoved);
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SubscribeLocalEvent<PowerCellSlotComponent, ContainerIsInsertingAttemptEvent>(OnCellInsertAttempt);
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SubscribeLocalEvent<PowerCellDrawComponent, ItemToggleActivateAttemptEvent>(OnActivateAttempt);
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SubscribeLocalEvent<PowerCellDrawComponent, ItemToggledEvent>(OnToggled);
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}
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private void OnRejuvenate(EntityUid uid, PowerCellSlotComponent component, RejuvenateEvent args)
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{
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if (!_itemSlots.TryGetSlot(uid, component.CellSlotId, out var itemSlot) || !itemSlot.Item.HasValue)
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return;
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// charge entity batteries and remove booby traps.
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RaiseLocalEvent(itemSlot.Item.Value, args);
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}
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private void OnCellInsertAttempt(EntityUid uid, PowerCellSlotComponent component, ContainerIsInsertingAttemptEvent args)
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{
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if (!component.Initialized)
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return;
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if (args.Container.ID != component.CellSlotId)
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return;
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if (!HasComp<PowerCellComponent>(args.EntityUid))
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{
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args.Cancel();
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}
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}
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private void OnCellInserted(EntityUid uid, PowerCellSlotComponent component, EntInsertedIntoContainerMessage args)
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{
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if (!component.Initialized)
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return;
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if (args.Container.ID != component.CellSlotId)
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return;
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_appearance.SetData(uid, PowerCellSlotVisuals.Enabled, true);
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RaiseLocalEvent(uid, new PowerCellChangedEvent(false), false);
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}
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protected virtual void OnCellRemoved(EntityUid uid, PowerCellSlotComponent component, EntRemovedFromContainerMessage args)
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{
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if (args.Container.ID != component.CellSlotId)
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return;
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_appearance.SetData(uid, PowerCellSlotVisuals.Enabled, false);
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RaiseLocalEvent(uid, new PowerCellChangedEvent(true), false);
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}
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private void OnActivateAttempt(Entity<PowerCellDrawComponent> ent, ref ItemToggleActivateAttemptEvent args)
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{
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if (!HasDrawCharge(ent, ent.Comp, user: args.User)
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|| !HasActivatableCharge(ent, ent.Comp, user: args.User))
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args.Cancelled = true;
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}
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private void OnToggled(Entity<PowerCellDrawComponent> ent, ref ItemToggledEvent args)
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{
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ent.Comp.NextUpdateTime = Timing.CurTime;
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}
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public void SetDrawEnabled(Entity<PowerCellDrawComponent?> ent, bool enabled)
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{
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if (!Resolve(ent, ref ent.Comp, false) || ent.Comp.Enabled == enabled)
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return;
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ent.Comp.Enabled = enabled;
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Dirty(ent, ent.Comp);
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}
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/// <summary>
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/// Returns whether the entity has a slotted battery and <see cref="PowerCellDrawComponent.UseRate"/> charge.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="battery"></param>
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/// <param name="cell"></param>
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/// <param name="user">Popup to this user with the relevant detail if specified.</param>
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public abstract bool HasActivatableCharge(
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EntityUid uid,
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PowerCellDrawComponent? battery = null,
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PowerCellSlotComponent? cell = null,
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EntityUid? user = null);
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/// <summary>
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/// Whether the power cell has any power at all for the draw rate.
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/// </summary>
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public abstract bool HasDrawCharge(
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EntityUid uid,
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PowerCellDrawComponent? battery = null,
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PowerCellSlotComponent? cell = null,
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EntityUid? user = null);
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}
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