* 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>
55 lines
2.0 KiB
C#
55 lines
2.0 KiB
C#
using Content.Server.Ninja.Events;
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using Content.Shared.Mind;
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using Content.Shared.Objectives.Systems;
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using Content.Shared.Ninja.Components;
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using Content.Shared.Ninja.Systems;
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namespace Content.Server.Ninja.Systems;
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/// <summary>
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/// Handles the toggle gloves action.
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/// </summary>
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public sealed class NinjaGlovesSystem : SharedNinjaGlovesSystem
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{
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[Dependency] private readonly SharedMindSystem _mind = default!;
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[Dependency] private readonly SharedObjectivesSystem _objectives = default!;
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[Dependency] private readonly SpaceNinjaSystem _ninja = default!;
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protected override void EnableGloves(Entity<NinjaGlovesComponent> ent, Entity<SpaceNinjaComponent> user)
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{
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base.EnableGloves(ent, user);
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// can't use abilities if suit is not equipped, this is checked elsewhere but just making sure to satisfy nullability
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if (user.Comp.Suit is not {} suit)
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return;
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if (!_mind.TryGetMind(user, out var mindId, out var mind))
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return;
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foreach (var ability in ent.Comp.Abilities)
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{
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// non-objective abilities are added in shared already
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if (ability.Objective is not {} objId)
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continue;
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// prevent doing an objective multiple times by toggling gloves after doing them
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// if it's not tied to an objective always add them anyway
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if (!_mind.TryFindObjective((mindId, mind), objId, out var obj))
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{
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Log.Error($"Ninja glove ability of {ent} referenced missing objective {ability.Objective} of {_mind.MindOwnerLoggingString(mind)}");
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continue;
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}
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if (!_objectives.IsCompleted(obj.Value, (mindId, mind)))
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EntityManager.AddComponents(user, ability.Components);
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}
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// let abilities that use battery power work
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if (_ninja.GetNinjaBattery(user, out var battery, out var _))
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{
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var ev = new NinjaBatteryChangedEvent(battery.Value, suit);
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RaiseLocalEvent(user, ref ev);
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}
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}
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}
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