Files
tbd-station-14/Content.Shared/Beeper/Systems/BeeperSystem.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

97 lines
3.2 KiB
C#

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