* 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>
98 lines
3.1 KiB
C#
98 lines
3.1 KiB
C#
using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Item.ItemToggle.Components;
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/// <summary>
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/// Handles generic item toggles, like a welder turning on and off, or an e-sword.
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/// </summary>
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/// <remarks>
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/// If you need extended functionality (e.g. requiring power) then add a new component and use events:
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/// ItemToggleActivateAttemptEvent, ItemToggleDeactivateAttemptEvent, ItemToggledEvent.
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/// </remarks>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class ItemToggleComponent : Component
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{
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/// <summary>
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/// The item's toggle state.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool Activated = false;
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/// <summary>
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/// If this is set to false then the item can't be toggled by pressing Z.
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/// Use another system to do it then.
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/// </summary>
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[DataField]
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public bool OnUse = true;
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/// <summary>
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/// Whether the item's toggle can be predicted by the client.
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/// </summary>
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/// /// <remarks>
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/// If server-side systems affect the item's toggle, like charge/fuel systems, then the item is not predictable.
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/// </remarks>
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[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
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public bool Predictable = true;
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/// <summary>
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/// The noise this item makes when it is toggled on.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
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public SoundSpecifier? SoundActivate;
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/// <summary>
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/// The noise this item makes when it is toggled off.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
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public SoundSpecifier? SoundDeactivate;
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/// <summary>
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/// The noise this item makes when it is toggled on.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
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public SoundSpecifier? SoundFailToActivate;
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/// <summary>
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/// Whether or not to toggle the entity's lights on or off.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
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public bool ToggleLight = true;
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}
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/// <summary>
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/// Raised directed on an entity when its ItemToggle is attempted to be activated.
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/// </summary>
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[ByRefEvent]
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public record struct ItemToggleActivateAttemptEvent(EntityUid? User)
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{
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public bool Cancelled = false;
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public readonly EntityUid? User = User;
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/// <summary>
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/// Pop-up that gets shown to users explaining why the attempt was cancelled.
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/// </summary>
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public string? Popup { get; set; }
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}
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/// <summary>
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/// Raised directed on an entity when its ItemToggle is attempted to be deactivated.
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/// </summary>
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[ByRefEvent]
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public record struct ItemToggleDeactivateAttemptEvent(EntityUid? User)
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{
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public bool Cancelled = false;
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public readonly EntityUid? User = User;
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}
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/// <summary>
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/// Raised directed on an entity any sort of toggle is complete.
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/// </summary>
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[ByRefEvent]
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public readonly record struct ItemToggledEvent(bool Predicted, bool Activated, EntityUid? User)
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{
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public readonly bool Predicted = Predicted;
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public readonly bool Activated = Activated;
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public readonly EntityUid? User = User;
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}
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