* 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>
112 lines
4.2 KiB
C#
112 lines
4.2 KiB
C#
using Content.Server.Ninja.Events;
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using Content.Server.Power.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Shared.DoAfter;
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using Content.Shared.Interaction;
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using Content.Shared.Ninja.Components;
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using Content.Shared.Ninja.Systems;
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using Content.Shared.Popups;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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namespace Content.Server.Ninja.Systems;
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/// <summary>
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/// Handles the doafter and power transfer when draining.
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/// </summary>
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public sealed class BatteryDrainerSystem : SharedBatteryDrainerSystem
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{
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[Dependency] private readonly BatterySystem _battery = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BatteryDrainerComponent, BeforeInteractHandEvent>(OnBeforeInteractHand);
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SubscribeLocalEvent<BatteryDrainerComponent, NinjaBatteryChangedEvent>(OnBatteryChanged);
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}
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/// <summary>
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/// Start do after for draining a power source.
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/// Can't predict PNBC existing so only done on server.
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/// </summary>
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private void OnBeforeInteractHand(Entity<BatteryDrainerComponent> ent, ref BeforeInteractHandEvent args)
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{
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var (uid, comp) = ent;
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var target = args.Target;
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if (args.Handled || comp.BatteryUid is not {} battery || !HasComp<PowerNetworkBatteryComponent>(target))
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return;
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// handles even if battery is full so you can actually see the poup
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args.Handled = true;
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if (_battery.IsFull(battery))
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{
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_popup.PopupEntity(Loc.GetString("battery-drainer-full"), uid, uid, PopupType.Medium);
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return;
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}
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var doAfterArgs = new DoAfterArgs(EntityManager, uid, comp.DrainTime, new DrainDoAfterEvent(), target: target, eventTarget: uid)
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{
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MovementThreshold = 0.5f,
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BreakOnMove = true,
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CancelDuplicate = false,
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AttemptFrequency = AttemptFrequency.StartAndEnd
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};
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_doAfter.TryStartDoAfter(doAfterArgs);
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}
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private void OnBatteryChanged(Entity<BatteryDrainerComponent> ent, ref NinjaBatteryChangedEvent args)
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{
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SetBattery((ent, ent.Comp), args.Battery);
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}
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/// <inheritdoc/>
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protected override void OnDoAfterAttempt(Entity<BatteryDrainerComponent> ent, ref DoAfterAttemptEvent<DrainDoAfterEvent> args)
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{
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base.OnDoAfterAttempt(ent, ref args);
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if (ent.Comp.BatteryUid is not {} battery || _battery.IsFull(battery))
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args.Cancel();
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}
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/// <inheritdoc/>
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protected override bool TryDrainPower(Entity<BatteryDrainerComponent> ent, EntityUid target)
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{
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var (uid, comp) = ent;
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if (comp.BatteryUid == null || !TryComp<BatteryComponent>(comp.BatteryUid.Value, out var battery))
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return false;
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if (!TryComp<BatteryComponent>(target, out var targetBattery) || !TryComp<PowerNetworkBatteryComponent>(target, out var pnb))
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return false;
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if (MathHelper.CloseToPercent(targetBattery.CurrentCharge, 0))
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{
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_popup.PopupEntity(Loc.GetString("battery-drainer-empty", ("battery", target)), uid, uid, PopupType.Medium);
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return false;
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}
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var available = targetBattery.CurrentCharge;
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var required = battery.MaxCharge - battery.CurrentCharge;
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// higher tier storages can charge more
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var maxDrained = pnb.MaxSupply * comp.DrainTime;
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var input = Math.Min(Math.Min(available, required / comp.DrainEfficiency), maxDrained);
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if (!_battery.TryUseCharge(target, input, targetBattery))
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return false;
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var output = input * comp.DrainEfficiency;
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_battery.SetCharge(comp.BatteryUid.Value, battery.CurrentCharge + output, battery);
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// TODO: create effect message or something
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Spawn("EffectSparks", Transform(target).Coordinates);
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_audio.PlayPvs(comp.SparkSound, target);
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_popup.PopupEntity(Loc.GetString("battery-drainer-success", ("battery", target)), uid, uid);
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// repeat the doafter until battery is full
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return !battery.IsFullyCharged;
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}
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}
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