* 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>
63 lines
1.7 KiB
C#
63 lines
1.7 KiB
C#
using Content.Server.Objectives.Components;
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using Content.Shared.Objectives.Components;
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using Content.Shared.Mind;
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using Content.Shared.Mind.Components;
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namespace Content.Server.Objectives.Systems;
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/// <summary>
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/// Handles <see cref="CodeConditionComponent"/> progress and provides API for systems to use.
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/// </summary>
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public sealed class CodeConditionSystem : EntitySystem
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{
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[Dependency] private readonly SharedMindSystem _mind = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<CodeConditionComponent, ObjectiveGetProgressEvent>(OnGetProgress);
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}
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private void OnGetProgress(Entity<CodeConditionComponent> ent, ref ObjectiveGetProgressEvent args)
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{
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args.Progress = ent.Comp.Completed ? 1f : 0f;
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}
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/// <summary>
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/// Returns whether an objective is completed.
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/// </summary>
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public bool IsCompleted(Entity<CodeConditionComponent?> ent)
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{
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if (!Resolve(ent, ref ent.Comp))
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return false;
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return ent.Comp.Completed;
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}
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/// <summary>
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/// Sets an objective's completed field.
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/// </summary>
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public void SetCompleted(Entity<CodeConditionComponent?> ent, bool completed = true)
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{
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if (!Resolve(ent, ref ent.Comp))
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return;
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ent.Comp.Completed = completed;
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}
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/// <summary>
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/// Sets a mob's objective to complete.
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/// </summary>
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public void SetCompleted(Entity<MindContainerComponent?> mob, string prototype, bool completed = true)
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{
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if (_mind.GetMind(mob, mob.Comp) is not {} mindId)
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return;
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if (!_mind.TryFindObjective(mindId, prototype, out var obj))
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return;
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SetCompleted(obj.Value, completed);
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}
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}
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