Files
tbd-station-14/Content.Server/LandMines/LandMineSystem.cs
kaiserbirch 8812237108 Land mine armament (#33883)
* Land Mine is now armable, it will not explode unless armed.

* Land Mine is now armable, it will not explode unless armed.

* Explicitly have Armed as false

* SharedLandMineSystem.cs adds the "Arm"-verb in "Content.Shared" with the Arming logic being implemented in "Content.Server"

* Land Mines now blink only when armed.

* Added prediction components, moved logic to SharedLandMineSystem.cs and inherit it in client content.

* Accessing the datafield directly instead of using methods

* Mines are now armed by default with a unarmed prototype

* Land mine now shows if it is armed when examined and in range.

* Landmine is unarmed by default with an armed variant for mapping purposes.

* Removed properties that were already defined by inheritance.

* Access the bool directly from the component

* Add booleans to change if the Arm-verb is showed and if examining the mine shows the status.

* Added status message for unarmed mine, removed using PushGroup since only one string is displayed.

* Added properties to the explosive floor sign to ensure that it is armed, not showing neither status nor arm-verb.

* The prototypes work now as before with added unarmed versions. Sprite is now only one toggable layer.

* Make the craftable land mine unarmed.

* Refactored the arming mechanic into own component and system.

* Reverted the explosive wet floor sign to previous prototype and added the Armable component and ItemToggle to the landmines.

* Moved the examination strings from land-mines.ftl to armable.ftl.

* Removed unused property.

* Formatting and fixing imports

* Added prefixes to the ftl naming. Moved LocId from system to component

* Added documentation. Moved check for armable to HandleStepTriggerAttempt.
Moved the LocId to component.

* Removed the TryArming method. Added documentation.

* Removed unnecessary TryComp

* Simplified the logic for the trigger attempt

* HasComp instead of TryComp on logic

* EmoGarbage Review

---------

Co-authored-by: Franz - Josef Björck <kaiserbirch@proton.me>
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
2025-04-25 16:53:50 -04:00

62 lines
2.2 KiB
C#

using Content.Server.Explosion.EntitySystems;
using Content.Shared.Armable;
using Content.Shared.Item.ItemToggle.Components;
using Content.Shared.LandMines;
using Content.Shared.Popups;
using Content.Shared.StepTrigger.Systems;
using Robust.Shared.Audio.Systems;
namespace Content.Server.LandMines;
public sealed class LandMineSystem : EntitySystem
{
[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly TriggerSystem _trigger = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<LandMineComponent, StepTriggeredOnEvent>(HandleStepOnTriggered);
SubscribeLocalEvent<LandMineComponent, StepTriggeredOffEvent>(HandleStepOffTriggered);
SubscribeLocalEvent<LandMineComponent, StepTriggerAttemptEvent>(HandleStepTriggerAttempt);
}
/// <summary>
/// Warns the player when stepped on.
/// </summary>
private void HandleStepOnTriggered(EntityUid uid, LandMineComponent component, ref StepTriggeredOnEvent args)
{
if (!string.IsNullOrEmpty(component.TriggerText))
{
_popupSystem.PopupCoordinates(
Loc.GetString(component.TriggerText, ("mine", uid)),
Transform(uid).Coordinates,
args.Tripper,
PopupType.LargeCaution);
}
_audioSystem.PlayPvs(component.Sound, uid);
}
/// <summary>
/// Sends a trigger when stepped off.
/// </summary>
private void HandleStepOffTriggered(EntityUid uid, LandMineComponent component, ref StepTriggeredOffEvent args)
{
_trigger.Trigger(uid, args.Tripper);
}
/// <summary>
/// Presumes that the landmine isn't armable and should be treated as always armed.
/// If Armable and ItemToggle is present the event will continue only if the mine is activated.
/// </summary>
private void HandleStepTriggerAttempt(EntityUid uid, LandMineComponent component, ref StepTriggerAttemptEvent args)
{
args.Continue = true;
if (HasComp<ArmableComponent>(uid) && TryComp<ItemToggleComponent>(uid, out var itemToggle))
args.Continue = itemToggle.Activated;
}
}