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

69 lines
2.3 KiB
C#

using Content.Shared.Ninja.Components;
using Content.Shared.DoAfter;
using Robust.Shared.Serialization;
namespace Content.Shared.Ninja.Systems;
/// <summary>
/// Basic draining prediction and API, all real logic is handled serverside.
/// </summary>
public abstract class SharedBatteryDrainerSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<BatteryDrainerComponent, DoAfterAttemptEvent<DrainDoAfterEvent>>(OnDoAfterAttempt);
SubscribeLocalEvent<BatteryDrainerComponent, DrainDoAfterEvent>(OnDoAfter);
}
/// <summary>
/// Cancel any drain doafters if the battery is removed or, on the server, gets filled.
/// </summary>
protected virtual void OnDoAfterAttempt(Entity<BatteryDrainerComponent> ent, ref DoAfterAttemptEvent<DrainDoAfterEvent> args)
{
if (ent.Comp.BatteryUid == null)
args.Cancel();
}
/// <summary>
/// Drain power from a power source (on server) and repeat if it succeeded.
/// Client will predict always succeeding since power is serverside.
/// </summary>
private void OnDoAfter(Entity<BatteryDrainerComponent> ent, ref DrainDoAfterEvent args)
{
if (args.Cancelled || args.Handled || args.Target is not {} target)
return;
// repeat if there is still power to drain
args.Repeat = TryDrainPower(ent, target);
}
/// <summary>
/// Attempt to drain as much power as possible into the powercell.
/// Client always predicts this as succeeding since power is serverside and it can only fail once, when the powercell is filled or the target is emptied.
/// </summary>
protected virtual bool TryDrainPower(Entity<BatteryDrainerComponent> ent, EntityUid target)
{
return true;
}
/// <summary>
/// Sets the battery field on the drainer.
/// </summary>
public void SetBattery(Entity<BatteryDrainerComponent?> ent, EntityUid? battery)
{
if (!Resolve(ent, ref ent.Comp) || ent.Comp.BatteryUid == battery)
return;
ent.Comp.BatteryUid = battery;
Dirty(ent, ent.Comp);
}
}
/// <summary>
/// DoAfter event for <see cref="BatteryDrainerComponent"/>.
/// </summary>
[Serializable, NetSerializable]
public sealed partial class DrainDoAfterEvent : SimpleDoAfterEvent;