Files
tbd-station-14/Content.Shared/Armable/ArmableComponent.cs
kaiserbirch 8812237108 Land mine armament (#33883)
* Land Mine is now armable, it will not explode unless armed.

* Land Mine is now armable, it will not explode unless armed.

* Explicitly have Armed as false

* SharedLandMineSystem.cs adds the "Arm"-verb in "Content.Shared" with the Arming logic being implemented in "Content.Server"

* Land Mines now blink only when armed.

* Added prediction components, moved logic to SharedLandMineSystem.cs and inherit it in client content.

* Accessing the datafield directly instead of using methods

* Mines are now armed by default with a unarmed prototype

* Land mine now shows if it is armed when examined and in range.

* Landmine is unarmed by default with an armed variant for mapping purposes.

* Removed properties that were already defined by inheritance.

* Access the bool directly from the component

* Add booleans to change if the Arm-verb is showed and if examining the mine shows the status.

* Added status message for unarmed mine, removed using PushGroup since only one string is displayed.

* Added properties to the explosive floor sign to ensure that it is armed, not showing neither status nor arm-verb.

* The prototypes work now as before with added unarmed versions. Sprite is now only one toggable layer.

* Make the craftable land mine unarmed.

* Refactored the arming mechanic into own component and system.

* Reverted the explosive wet floor sign to previous prototype and added the Armable component and ItemToggle to the landmines.

* Moved the examination strings from land-mines.ftl to armable.ftl.

* Removed unused property.

* Formatting and fixing imports

* Added prefixes to the ftl naming. Moved LocId from system to component

* Added documentation. Moved check for armable to HandleStepTriggerAttempt.
Moved the LocId to component.

* Removed the TryArming method. Added documentation.

* Removed unnecessary TryComp

* Simplified the logic for the trigger attempt

* HasComp instead of TryComp on logic

* EmoGarbage Review

---------

Co-authored-by: Franz - Josef Björck <kaiserbirch@proton.me>
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
2025-04-25 16:53:50 -04:00

36 lines
1022 B
C#

using Robust.Shared.GameStates;
namespace Content.Shared.Armable;
/// <summary>
/// Makes an item armable, needs ItemToggleComponent to work.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(ArmableSystem))]
public sealed partial class ArmableComponent : Component
{
/// <summary>
/// Does it show its status on examination?
/// </summary>
[DataField, AutoNetworkedField]
public bool ShowStatusOnExamination = true;
/// <summary>
/// Does it change appearance when activated?
/// </summary>
[DataField, AutoNetworkedField]
public bool ChangeAppearance = true;
/// <summary>
/// Text to show on examination when the entity is armed.
/// </summary>
[DataField]
public LocId? ExamineTextArmed = "armable-examine-armed";
/// <summary>
/// Text to show on examination when the entity is not armed
/// </summary>
[DataField]
public LocId? ExamineTextNotArmed ="armable-examine-not-armed";
}