Files
tbd-station-14/Content.Shared/Ninja/Systems/SharedNinjaGlovesSystem.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

136 lines
4.7 KiB
C#

using Content.Shared.Clothing.Components;
using Content.Shared.CombatMode;
using Content.Shared.Examine;
using Content.Shared.Hands.Components;
using Content.Shared.Interaction;
using Content.Shared.Inventory.Events;
using Content.Shared.Item.ItemToggle;
using Content.Shared.Item.ItemToggle.Components;
using Content.Shared.Ninja.Components;
using Content.Shared.Popups;
using Robust.Shared.Timing;
namespace Content.Shared.Ninja.Systems;
/// <summary>
/// Provides the toggle action and handles examining and unequipping.
/// </summary>
public abstract class SharedNinjaGlovesSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly SharedCombatModeSystem _combatMode = default!;
[Dependency] private readonly SharedInteractionSystem _interaction = default!;
[Dependency] private readonly ItemToggleSystem _toggle = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly SharedSpaceNinjaSystem _ninja = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<NinjaGlovesComponent, ToggleClothingCheckEvent>(OnToggleCheck);
SubscribeLocalEvent<NinjaGlovesComponent, ItemToggleActivateAttemptEvent>(OnActivateAttempt);
SubscribeLocalEvent<NinjaGlovesComponent, ItemToggledEvent>(OnToggled);
SubscribeLocalEvent<NinjaGlovesComponent, ExaminedEvent>(OnExamined);
}
/// <summary>
/// Disable glove abilities and show the popup if they were enabled previously.
/// </summary>
private void DisableGloves(Entity<NinjaGlovesComponent> ent)
{
var (uid, comp) = ent;
// already disabled?
if (comp.User is not {} user)
return;
comp.User = null;
Dirty(uid, comp);
foreach (var ability in comp.Abilities)
{
EntityManager.RemoveComponents(user, ability.Components);
}
}
/// <summary>
/// Adds the toggle action when equipped by a ninja only.
/// </summary>
private void OnToggleCheck(Entity<NinjaGlovesComponent> ent, ref ToggleClothingCheckEvent args)
{
if (!_ninja.IsNinja(args.User))
args.Cancelled = true;
}
/// <summary>
/// Show if the gloves are enabled when examining.
/// </summary>
private void OnExamined(Entity<NinjaGlovesComponent> ent, ref ExaminedEvent args)
{
if (!args.IsInDetailsRange)
return;
var on = _toggle.IsActivated(ent.Owner) ? "on" : "off";
args.PushText(Loc.GetString($"ninja-gloves-examine-{on}"));
}
private void OnActivateAttempt(Entity<NinjaGlovesComponent> ent, ref ItemToggleActivateAttemptEvent args)
{
if (args.User is not {} user
|| !_ninja.NinjaQuery.TryComp(user, out var ninja)
// need to wear suit to enable gloves
|| !HasComp<NinjaSuitComponent>(ninja.Suit))
{
args.Cancelled = true;
args.Popup = Loc.GetString("ninja-gloves-not-wearing-suit");
return;
}
}
private void OnToggled(Entity<NinjaGlovesComponent> ent, ref ItemToggledEvent args)
{
if ((args.User ?? ent.Comp.User) is not {} user)
return;
var message = Loc.GetString(args.Activated ? "ninja-gloves-on" : "ninja-gloves-off");
_popup.PopupClient(message, user, user);
if (args.Activated && _ninja.NinjaQuery.TryComp(user, out var ninja))
EnableGloves(ent, (user, ninja));
else
DisableGloves(ent);
}
protected virtual void EnableGloves(Entity<NinjaGlovesComponent> ent, Entity<SpaceNinjaComponent> user)
{
var (uid, comp) = ent;
comp.User = user;
Dirty(uid, comp);
_ninja.AssignGloves(user, uid);
// yeah this is just ComponentToggler but with objective checking
foreach (var ability in comp.Abilities)
{
// can't predict the objective related abilities
if (ability.Objective == null)
EntityManager.AddComponents(user, ability.Components);
}
}
// TODO: generic event thing
/// <summary>
/// GloveCheck but for abilities stored on the player, skips some checks.
/// Intended to be more generic, doesn't require the user to be a ninja or have any ninja equipment.
/// </summary>
public bool AbilityCheck(EntityUid uid, BeforeInteractHandEvent args, out EntityUid target)
{
target = args.Target;
return _timing.IsFirstTimePredicted
&& !_combatMode.IsInCombatMode(uid)
&& TryComp<HandsComponent>(uid, out var hands)
&& hands.ActiveHandEntity == null
&& _interaction.InRangeUnobstructed(uid, target);
}
}