* 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>
55 lines
1.9 KiB
C#
55 lines
1.9 KiB
C#
using Content.Shared.Examine;
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using Content.Shared.Item.ItemToggle;
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using Content.Shared.Item.ItemToggle.Components;
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namespace Content.Shared.Armable;
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/// <summary>
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/// When used together with ItemToggle this will make the ItemToggle one way which is then used to represent an armed
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/// state. If ItemComponent.Activated is true then the item is considered to be armed and should be able to be
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/// triggered.
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/// </summary>
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public sealed class ArmableSystem : EntitySystem
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{
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[Dependency] private readonly ItemToggleSystem _itemToggle = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ArmableComponent, ExaminedEvent>(OnExamine);
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SubscribeLocalEvent<ArmableComponent, ItemToggledEvent>(ArmingDone);
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}
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/// <summary>
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/// Shows the status of the armable entity on examination.
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/// </summary>
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private void OnExamine(EntityUid uid, ArmableComponent comp, ExaminedEvent args)
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{
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if (!args.IsInDetailsRange || !comp.ShowStatusOnExamination || !TryComp<ItemToggleComponent>(uid, out var itemToggle))
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return;
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if (itemToggle.Activated)
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{
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if (!string.IsNullOrEmpty(comp.ExamineTextArmed))
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args.PushMarkup(Loc.GetString(comp.ExamineTextArmed, ("name", uid)));
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}
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else
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{
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if (!string.IsNullOrEmpty(comp.ExamineTextNotArmed))
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args.PushMarkup(Loc.GetString(comp.ExamineTextNotArmed,("name", uid)));
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}
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}
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/// <summary>
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/// Changes the appearance and disables the ItemToggleComponent as to not show the deactivate verb.
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/// Whatever is armed should probably not be trivially disarmed.
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/// </summary>
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private void ArmingDone(Entity<ArmableComponent> entity, ref ItemToggledEvent args)
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{
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if (!args.Activated)
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return;
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_itemToggle.SetOnActivate(entity.Owner, false);
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}
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}
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