* 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>
57 lines
1.7 KiB
C#
57 lines
1.7 KiB
C#
using Content.Shared.Actions;
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using Content.Shared.Ninja.Components;
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namespace Content.Shared.Ninja.Systems;
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/// <summary>
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/// Handles predicting that the action exists, creating items is done serverside.
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/// </summary>
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public abstract class SharedItemCreatorSystem : EntitySystem
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{
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[Dependency] private readonly ActionContainerSystem _actionContainer = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ItemCreatorComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<ItemCreatorComponent, GetItemActionsEvent>(OnGetActions);
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}
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private void OnMapInit(Entity<ItemCreatorComponent> ent, ref MapInitEvent args)
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{
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var (uid, comp) = ent;
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// test funny dont mind me
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if (string.IsNullOrEmpty(comp.Action))
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return;
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_actionContainer.EnsureAction(uid, ref comp.ActionEntity, comp.Action);
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Dirty(uid, comp);
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}
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private void OnGetActions(Entity<ItemCreatorComponent> ent, ref GetItemActionsEvent args)
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{
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if (CheckItemCreator(ent, args.User))
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args.AddAction(ent.Comp.ActionEntity);
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}
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public bool CheckItemCreator(EntityUid uid, EntityUid user)
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{
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var ev = new CheckItemCreatorEvent(user);
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RaiseLocalEvent(uid, ref ev);
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return !ev.Cancelled;
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}
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}
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/// <summary>
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/// Raised on the item creator before adding the action.
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/// </summary>
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[ByRefEvent]
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public record struct CheckItemCreatorEvent(EntityUid User, bool Cancelled = false);
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/// <summary>
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/// Raised on the item creator before creating an item.
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/// </summary>
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[ByRefEvent]
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public record struct CreateItemAttemptEvent(EntityUid User, bool Cancelled = false);
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