* 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>
97 lines
3.2 KiB
C#
97 lines
3.2 KiB
C#
using Content.Shared.Beeper.Components;
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using Content.Shared.FixedPoint;
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using Content.Shared.Item.ItemToggle;
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using Content.Shared.Item.ItemToggle.Components;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Network;
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using Robust.Shared.Timing;
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namespace Content.Shared.Beeper.Systems;
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//This handles generic proximity beeper logic
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public sealed class BeeperSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly INetManager _net = default!;
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[Dependency] private readonly ItemToggleSystem _toggle = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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public override void Update(float frameTime)
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{
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var query = EntityQueryEnumerator<BeeperComponent, ItemToggleComponent>();
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while (query.MoveNext(out var uid, out var beeper, out var toggle))
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{
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if (toggle.Activated)
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RunUpdate_Internal(uid, beeper);
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}
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}
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public void SetIntervalScaling(EntityUid owner, BeeperComponent beeper, FixedPoint2 newScaling)
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{
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newScaling = FixedPoint2.Clamp(newScaling, 0, 1);
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beeper.IntervalScaling = newScaling;
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RunUpdate_Internal(owner, beeper);
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Dirty(owner, beeper);
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}
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public void SetInterval(EntityUid owner, BeeperComponent beeper, TimeSpan newInterval)
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{
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if (newInterval < beeper.MinBeepInterval)
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newInterval = beeper.MinBeepInterval;
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if (newInterval > beeper.MaxBeepInterval)
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newInterval = beeper.MaxBeepInterval;
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beeper.Interval = newInterval;
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RunUpdate_Internal(owner, beeper);
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Dirty(owner, beeper);
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}
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public void SetIntervalScaling(EntityUid owner, FixedPoint2 newScaling, BeeperComponent? beeper = null)
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{
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if (!Resolve(owner, ref beeper))
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return;
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SetIntervalScaling(owner, beeper, newScaling);
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}
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public void SetMute(EntityUid owner, bool isMuted, BeeperComponent? comp = null)
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{
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if (!Resolve(owner, ref comp))
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return;
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comp.IsMuted = isMuted;
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Dirty(owner, comp);
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}
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private void UpdateBeepInterval(EntityUid owner, BeeperComponent beeper)
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{
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var scalingFactor = beeper.IntervalScaling.Float();
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var interval = (beeper.MaxBeepInterval - beeper.MinBeepInterval) * scalingFactor + beeper.MinBeepInterval;
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if (beeper.Interval == interval)
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return;
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beeper.Interval = interval;
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Dirty(owner, beeper);
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}
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public void ForceUpdate(EntityUid owner, BeeperComponent? beeper = null)
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{
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if (!Resolve(owner, ref beeper))
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return;
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RunUpdate_Internal(owner, beeper);
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}
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private void RunUpdate_Internal(EntityUid owner, BeeperComponent beeper)
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{
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if (!_toggle.IsActivated(owner))
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return;
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UpdateBeepInterval(owner, beeper);
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if (beeper.NextBeep >= _timing.CurTime)
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return;
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var beepEvent = new BeepPlayedEvent(beeper.IsMuted);
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RaiseLocalEvent(owner, ref beepEvent);
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if (!beeper.IsMuted && _net.IsServer)
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_audio.PlayPvs(beeper.BeepSound, owner);
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beeper.LastBeepTime = _timing.CurTime;
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}
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}
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