Files
tbd-station-14/Content.Server/Ninja/Systems/NinjaGlovesSystem.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

55 lines
2.0 KiB
C#

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