* 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>
136 lines
4.7 KiB
C#
136 lines
4.7 KiB
C#
using Content.Shared.Clothing.Components;
|
|
using Content.Shared.CombatMode;
|
|
using Content.Shared.Examine;
|
|
using Content.Shared.Hands.Components;
|
|
using Content.Shared.Interaction;
|
|
using Content.Shared.Inventory.Events;
|
|
using Content.Shared.Item.ItemToggle;
|
|
using Content.Shared.Item.ItemToggle.Components;
|
|
using Content.Shared.Ninja.Components;
|
|
using Content.Shared.Popups;
|
|
using Robust.Shared.Timing;
|
|
|
|
namespace Content.Shared.Ninja.Systems;
|
|
|
|
/// <summary>
|
|
/// Provides the toggle action and handles examining and unequipping.
|
|
/// </summary>
|
|
public abstract class SharedNinjaGlovesSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly IGameTiming _timing = default!;
|
|
[Dependency] private readonly SharedCombatModeSystem _combatMode = default!;
|
|
[Dependency] private readonly SharedInteractionSystem _interaction = default!;
|
|
[Dependency] private readonly ItemToggleSystem _toggle = default!;
|
|
[Dependency] private readonly SharedPopupSystem _popup = default!;
|
|
[Dependency] private readonly SharedSpaceNinjaSystem _ninja = default!;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
SubscribeLocalEvent<NinjaGlovesComponent, ToggleClothingCheckEvent>(OnToggleCheck);
|
|
SubscribeLocalEvent<NinjaGlovesComponent, ItemToggleActivateAttemptEvent>(OnActivateAttempt);
|
|
SubscribeLocalEvent<NinjaGlovesComponent, ItemToggledEvent>(OnToggled);
|
|
SubscribeLocalEvent<NinjaGlovesComponent, ExaminedEvent>(OnExamined);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Disable glove abilities and show the popup if they were enabled previously.
|
|
/// </summary>
|
|
private void DisableGloves(Entity<NinjaGlovesComponent> ent)
|
|
{
|
|
var (uid, comp) = ent;
|
|
|
|
// already disabled?
|
|
if (comp.User is not {} user)
|
|
return;
|
|
|
|
comp.User = null;
|
|
Dirty(uid, comp);
|
|
|
|
foreach (var ability in comp.Abilities)
|
|
{
|
|
EntityManager.RemoveComponents(user, ability.Components);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds the toggle action when equipped by a ninja only.
|
|
/// </summary>
|
|
private void OnToggleCheck(Entity<NinjaGlovesComponent> ent, ref ToggleClothingCheckEvent args)
|
|
{
|
|
if (!_ninja.IsNinja(args.User))
|
|
args.Cancelled = true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Show if the gloves are enabled when examining.
|
|
/// </summary>
|
|
private void OnExamined(Entity<NinjaGlovesComponent> ent, ref ExaminedEvent args)
|
|
{
|
|
if (!args.IsInDetailsRange)
|
|
return;
|
|
|
|
var on = _toggle.IsActivated(ent.Owner) ? "on" : "off";
|
|
args.PushText(Loc.GetString($"ninja-gloves-examine-{on}"));
|
|
}
|
|
|
|
private void OnActivateAttempt(Entity<NinjaGlovesComponent> ent, ref ItemToggleActivateAttemptEvent args)
|
|
{
|
|
if (args.User is not {} user
|
|
|| !_ninja.NinjaQuery.TryComp(user, out var ninja)
|
|
// need to wear suit to enable gloves
|
|
|| !HasComp<NinjaSuitComponent>(ninja.Suit))
|
|
{
|
|
args.Cancelled = true;
|
|
args.Popup = Loc.GetString("ninja-gloves-not-wearing-suit");
|
|
return;
|
|
}
|
|
}
|
|
|
|
private void OnToggled(Entity<NinjaGlovesComponent> ent, ref ItemToggledEvent args)
|
|
{
|
|
if ((args.User ?? ent.Comp.User) is not {} user)
|
|
return;
|
|
|
|
var message = Loc.GetString(args.Activated ? "ninja-gloves-on" : "ninja-gloves-off");
|
|
_popup.PopupClient(message, user, user);
|
|
|
|
if (args.Activated && _ninja.NinjaQuery.TryComp(user, out var ninja))
|
|
EnableGloves(ent, (user, ninja));
|
|
else
|
|
DisableGloves(ent);
|
|
}
|
|
|
|
protected virtual void EnableGloves(Entity<NinjaGlovesComponent> ent, Entity<SpaceNinjaComponent> user)
|
|
{
|
|
var (uid, comp) = ent;
|
|
comp.User = user;
|
|
Dirty(uid, comp);
|
|
_ninja.AssignGloves(user, uid);
|
|
|
|
// yeah this is just ComponentToggler but with objective checking
|
|
foreach (var ability in comp.Abilities)
|
|
{
|
|
// can't predict the objective related abilities
|
|
if (ability.Objective == null)
|
|
EntityManager.AddComponents(user, ability.Components);
|
|
}
|
|
}
|
|
|
|
// TODO: generic event thing
|
|
/// <summary>
|
|
/// GloveCheck but for abilities stored on the player, skips some checks.
|
|
/// Intended to be more generic, doesn't require the user to be a ninja or have any ninja equipment.
|
|
/// </summary>
|
|
public bool AbilityCheck(EntityUid uid, BeforeInteractHandEvent args, out EntityUid target)
|
|
{
|
|
target = args.Target;
|
|
return _timing.IsFirstTimePredicted
|
|
&& !_combatMode.IsInCombatMode(uid)
|
|
&& TryComp<HandsComponent>(uid, out var hands)
|
|
&& hands.ActiveHandEntity == null
|
|
&& _interaction.InRangeUnobstructed(uid, target);
|
|
}
|
|
}
|