Files
tbd-station-14/Content.Shared/Item/ItemToggle/Components/ItemToggleComponent.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

98 lines
3.1 KiB
C#

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