* some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable™️ * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge™️ * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
92 lines
2.8 KiB
C#
92 lines
2.8 KiB
C#
using Content.Server.Alert;
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using Content.Server.Atmos.Components;
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using Content.Shared.Actions;
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using Content.Shared.Actions.Behaviors.Item;
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using Content.Shared.Actions.Components;
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using Content.Shared.Alert;
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using Content.Shared.Clothing;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory;
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using Content.Shared.Item;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Clothing.Components
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{
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[RegisterComponent]
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[ComponentReference(typeof(IActivate))]
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public sealed class MagbootsComponent : SharedMagbootsComponent, IUse, IActivate
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{
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[ComponentDependency] private SharedItemComponent? _item = null;
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[ComponentDependency] private ItemActionsComponent? _itemActions = null;
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[ComponentDependency] private SpriteComponent? _sprite = null;
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[Dependency] private readonly IEntityManager _entMan = default!;
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private bool _on;
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[ViewVariables]
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public override bool On
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{
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get => _on;
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set
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{
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_on = value;
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if (Owner.TryGetContainer(out var container) && EntitySystem.Get<InventorySystem>()
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.TryGetSlotEntity(container.Owner, "shoes", out var entityUid) && entityUid == Owner)
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{
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EntitySystem.Get<MagbootsSystem>().UpdateMagbootEffects(container.Owner, Owner, true, this);
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}
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_itemActions?.Toggle(ItemActionType.ToggleMagboots, On);
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if (_item != null)
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_item.EquippedPrefix = On ? "on" : null;
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_sprite?.LayerSetState(0, On ? "icon-on" : "icon");
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OnChanged();
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Dirty();
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}
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}
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public void Toggle(EntityUid user)
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{
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On = !On;
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}
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bool IUse.UseEntity(UseEntityEventArgs eventArgs)
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{
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Toggle(eventArgs.User);
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return true;
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}
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void IActivate.Activate(ActivateEventArgs eventArgs)
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{
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Toggle(eventArgs.User);
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}
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public override ComponentState GetComponentState()
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{
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return new MagbootsComponentState(On);
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}
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}
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[UsedImplicitly]
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[DataDefinition]
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public sealed class ToggleMagbootsAction : IToggleItemAction
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{
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public bool DoToggleAction(ToggleItemActionEventArgs args)
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{
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if (!IoCManager.Resolve<IEntityManager>().TryGetComponent<MagbootsComponent?>(args.Item, out var magboots))
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return false;
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magboots.Toggle(args.Performer);
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return true;
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}
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}
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}
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