* 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>
92 lines
3.3 KiB
C#
92 lines
3.3 KiB
C#
using Content.Shared.Item.ItemToggle;
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using Content.Shared.Item.ItemToggle.Components;
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using Content.Shared.PowerCell;
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using Robust.Shared.Containers;
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namespace Content.Shared.UserInterface;
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public sealed partial class ActivatableUISystem
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{
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[Dependency] private readonly ItemToggleSystem _toggle = default!;
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[Dependency] private readonly SharedPowerCellSystem _cell = default!;
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private void InitializePower()
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{
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SubscribeLocalEvent<ActivatableUIRequiresPowerCellComponent, ActivatableUIOpenAttemptEvent>(OnBatteryOpenAttempt);
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SubscribeLocalEvent<ActivatableUIRequiresPowerCellComponent, BoundUIOpenedEvent>(OnBatteryOpened);
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SubscribeLocalEvent<ActivatableUIRequiresPowerCellComponent, BoundUIClosedEvent>(OnBatteryClosed);
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SubscribeLocalEvent<ActivatableUIRequiresPowerCellComponent, ItemToggledEvent>(OnToggled);
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}
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private void OnToggled(Entity<ActivatableUIRequiresPowerCellComponent> ent, ref ItemToggledEvent args)
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{
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// only close ui when losing power
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if (!TryComp<ActivatableUIComponent>(ent, out var activatable) || args.Activated)
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return;
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if (activatable.Key == null)
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{
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Log.Error($"Encountered null key in activatable ui on entity {ToPrettyString(ent)}");
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return;
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}
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_uiSystem.CloseUi(ent.Owner, activatable.Key);
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}
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private void OnBatteryOpened(EntityUid uid, ActivatableUIRequiresPowerCellComponent component, BoundUIOpenedEvent args)
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{
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var activatable = Comp<ActivatableUIComponent>(uid);
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if (!args.UiKey.Equals(activatable.Key))
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return;
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_toggle.TryActivate(uid);
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}
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private void OnBatteryClosed(EntityUid uid, ActivatableUIRequiresPowerCellComponent component, BoundUIClosedEvent args)
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{
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var activatable = Comp<ActivatableUIComponent>(uid);
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if (!args.UiKey.Equals(activatable.Key))
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return;
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// Stop drawing power if this was the last person with the UI open.
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if (!_uiSystem.IsUiOpen(uid, activatable.Key))
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_toggle.TryDeactivate(uid);
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}
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/// <summary>
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/// Call if you want to check if the UI should close due to a recent battery usage.
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/// </summary>
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public void CheckUsage(EntityUid uid, ActivatableUIComponent? active = null, ActivatableUIRequiresPowerCellComponent? component = null, PowerCellDrawComponent? draw = null)
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{
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if (!Resolve(uid, ref component, ref draw, ref active, false))
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return;
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if (active.Key == null)
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{
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Log.Error($"Encountered null key in activatable ui on entity {ToPrettyString(uid)}");
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return;
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}
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if (_cell.HasActivatableCharge(uid))
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return;
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_uiSystem.CloseUi(uid, active.Key);
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}
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private void OnBatteryOpenAttempt(EntityUid uid, ActivatableUIRequiresPowerCellComponent component, ActivatableUIOpenAttemptEvent args)
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{
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if (!TryComp<PowerCellDrawComponent>(uid, out var draw))
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return;
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// Check if we have the appropriate drawrate / userate to even open it.
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if (args.Cancelled ||
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!_cell.HasActivatableCharge(uid, draw, user: args.User) ||
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!_cell.HasDrawCharge(uid, draw, user: args.User))
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{
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args.Cancel();
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}
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}
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}
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