* add mothership module * option for mothership to open self UI * fix mothership module * remove mothership body * swapp real hands for modules * action sprite for mothership module * removed hands from mothership core sprite * xenoborgs now drop a pinpointer to the mothership core once destroyed * add pinpointer to space movment module * add base for XenoborgRule * add xenoborg antag option * something was needed * something else was needed * add ghost role spawn points * change name in antag selection to Xenoborg Core * add random spawnPoint markers that don't do anything * add spawn points to mothership * update spawn points * add xenoborgs rule * add xenoborgs rule to rotation * add xenoborgs preset * update preset with secret version also added xenoborg mode description * modify Antag Selection system to allow for custom entities via the AntagSelectionDefinition * fix ghostroles spawners * fix rule with new entityPrototype * add spawnpoints to the mothership * whitelist system to spawnpoints * updated xenoborg components * added xenoborg component to xenoborgs * updated spawnpoints of xenoborgs in the mothership * add new tags for xenoborg and mothership core * add new tags for xenoborgs and mothership core * update ghostrole spawners for xenoborgs * message for when you get the xenoborg role * explode all xenoborgs when mothership core dies * for real now. explode all xenoborgs when mothership core is destroyed * round end summary for xenoborgs * temporary * add guidebook entry for xenoborgs * instructions on how to borg players * removed lock from xenoborg control computer * announcement when all xenoborgs die * announcement when mothership core is destroyed * typos * fix error * improve xenoborg mind role * move sounds to xenoborg and mothership component * play sounds when turned into xenoborg * change sprites of mothership core actions * minor fix * add custom xenoborg start sound * carps now attack xenoborgs * added guide link to xenoborgs * add guidebook link to xenoborgs * added guidebook link to mothership core * add link to source of the sound * fixed minor issue * has to be 1 * typo * add light layer to mothership core sprite * fixed antag selection system * update guideboook * update the guidebook again * alphabet * documentation * simplify documentation Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com> * make the briefing yml instead of code * fix bug with sprites * fix formating * remove stuff from AntagSelection * add stuff to AntagSpawner * fix game rule * removed secret xenoborg preset * support for more than one entity for each antag role * fix gamerule * fixes * no xeonborgs * add xenoborgs to all at once * engi xenoborg included * more comments * more recognizable * more xenoborgs when more players * removed unused stuff * correct access * removed unnecessary stuff * use GetAliveHumans and make comments better * Make the system more robust * use a constant * remove overload from the Destroy method * has to be public to be used in the xenoborg system * fix the mindrole methods * not sure, but I was asked to do it * use a constant for the color * forgot to make it static * removed param comments * removed useless parameters * fixed stuff * added event listeneers to xenoborg mind change * only 4 * unfuck the antagSpawner * comment * unfix stuff * commentary * removed xenoborg stuff from siliconLawSystem * move some stuff to the component * removed space * removed uncessary stuff * no need to crate a var * move stuff from mothership comp to xenoborg comp * removed XenoborgCoreRoleComponent * comment on the AntagSelectLocationEvent * added back empty line * comment * make the summary better * make AntagRoleToPrototypes summary better * adding useless stuff back cause it was there before * hascomp instead of trycomp * again * LocId instead of string * make a new logic for the whitelist of the spawnpoint * added ghostrole tags back * use hascomp instead of trycomp * removed whitelist from SpawnPointComponent * not needed anymore * no longer subverted * fixed names * make it better * add not * i'm dumb * briefing is now handled by the xenoborg system * call evac if there is too many xenoborgs * update submodule * fix division * Add AutoGenerateComponentPause and AutoPausedField to XenoborgsRuleComponent * add lines between stuff * Make the Blocking system more robust * Make mothership inherit from BaseMob * remove this stuff cause is bad * Revert "Make the Blocking system more robust" This reverts commit 099babfe1daef00e6073e04108920327416e4ca4. * Mothership core snaps to grid * stop mothership core from moving * mothership core is static again * make guidebook entry on how to xenoborg crew better * Make mothership core damageable * If xenoborgs need it, so do zombies i guess * Start the NextRoundEndCheck * follow private static readonly naming rule * Samething * Fix announcments * Make it a datafield, no? * Revert "Make it a datafield, no?" This reverts commit 62f6255ccccdd583d7f833ae4dbcd09a670f721a. * remove stuff * doesn't need to move * is kinda of a structure * so it doesn't pry floors as soon as it spawns * powercell hand to mothership core module * label for new hand * core_e -> core-e * mothership core can pilot the shuttle again * fix duplicated tag + description to xenoborg tags * scout xenoborg can now move in space without the jetpack so it can better use the sword module * improve basic xenoborg module * remove changes from zombie rule comp * swap AllEntityQuery for EntityQueryEnumerator * new line at the end * change to 15 seconds * make MothershipCoreDeathAnnouncmentSent into a datafield --------- Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com> Co-authored-by: beck-thompson <beck314159@hotmail.com>
137 lines
4.9 KiB
C#
137 lines
4.9 KiB
C#
using Content.Shared.Containers.ItemSlots;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Item.ItemToggle;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Popups;
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using Content.Shared.PowerCell.Components;
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using Content.Shared.Silicons.Borgs.Components;
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using Content.Shared.UserInterface;
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using Content.Shared.Wires;
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using Robust.Shared.Containers;
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namespace Content.Shared.Silicons.Borgs;
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/// <summary>
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/// This handles logic, interactions, and UI related to <see cref="BorgChassisComponent"/> and other related components.
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/// </summary>
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public abstract partial class SharedBorgSystem : EntitySystem
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{
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[Dependency] protected readonly SharedContainerSystem Container = default!;
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[Dependency] protected readonly ItemSlotsSystem ItemSlots = default!;
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[Dependency] protected readonly ItemToggleSystem Toggle = default!;
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[Dependency] protected readonly SharedPopupSystem Popup = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BorgChassisComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<BorgChassisComponent, ItemSlotInsertAttemptEvent>(OnItemSlotInsertAttempt);
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SubscribeLocalEvent<BorgChassisComponent, ItemSlotEjectAttemptEvent>(OnItemSlotEjectAttempt);
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SubscribeLocalEvent<BorgChassisComponent, EntInsertedIntoContainerMessage>(OnInserted);
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SubscribeLocalEvent<BorgChassisComponent, EntRemovedFromContainerMessage>(OnRemoved);
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SubscribeLocalEvent<BorgChassisComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovementSpeedModifiers);
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SubscribeLocalEvent<BorgChassisComponent, ActivatableUIOpenAttemptEvent>(OnUIOpenAttempt);
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SubscribeLocalEvent<TryGetIdentityShortInfoEvent>(OnTryGetIdentityShortInfo);
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InitializeRelay();
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}
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private void OnTryGetIdentityShortInfo(TryGetIdentityShortInfoEvent args)
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{
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if (args.Handled)
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{
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return;
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}
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if (!HasComp<BorgChassisComponent>(args.ForActor))
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{
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return;
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}
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args.Title = Name(args.ForActor).Trim();
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args.Handled = true;
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}
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private void OnItemSlotInsertAttempt(EntityUid uid, BorgChassisComponent component, ref ItemSlotInsertAttemptEvent args)
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{
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if (args.Cancelled)
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return;
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if (!TryComp<PowerCellSlotComponent>(uid, out var cellSlotComp) ||
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!TryComp<WiresPanelComponent>(uid, out var panel))
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return;
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if (!ItemSlots.TryGetSlot(uid, cellSlotComp.CellSlotId, out var cellSlot) || cellSlot != args.Slot)
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return;
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if (!panel.Open || args.User == uid)
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args.Cancelled = true;
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}
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private void OnItemSlotEjectAttempt(EntityUid uid, BorgChassisComponent component, ref ItemSlotEjectAttemptEvent args)
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{
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if (args.Cancelled)
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return;
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if (!TryComp<PowerCellSlotComponent>(uid, out var cellSlotComp) ||
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!TryComp<WiresPanelComponent>(uid, out var panel))
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return;
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if (!ItemSlots.TryGetSlot(uid, cellSlotComp.CellSlotId, out var cellSlot) || cellSlot != args.Slot)
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return;
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if (!panel.Open || args.User == uid)
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args.Cancelled = true;
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}
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private void OnStartup(EntityUid uid, BorgChassisComponent component, ComponentStartup args)
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{
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if (!TryComp<ContainerManagerComponent>(uid, out var containerManager))
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return;
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component.BrainContainer = Container.EnsureContainer<ContainerSlot>(uid, component.BrainContainerId, containerManager);
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component.ModuleContainer = Container.EnsureContainer<Container>(uid, component.ModuleContainerId, containerManager);
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}
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private void OnUIOpenAttempt(EntityUid uid, BorgChassisComponent component, ActivatableUIOpenAttemptEvent args)
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{
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// borgs generaly can't view their own ui
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if (args.User == uid && !component.CanOpenSelfUi)
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args.Cancel();
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}
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protected virtual void OnInserted(EntityUid uid, BorgChassisComponent component, EntInsertedIntoContainerMessage args)
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{
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}
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protected virtual void OnRemoved(EntityUid uid, BorgChassisComponent component, EntRemovedFromContainerMessage args)
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{
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}
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private void OnRefreshMovementSpeedModifiers(EntityUid uid, BorgChassisComponent component, RefreshMovementSpeedModifiersEvent args)
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{
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if (Toggle.IsActivated(uid))
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return;
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if (!TryComp<MovementSpeedModifierComponent>(uid, out var movement))
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return;
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var sprintDif = movement.BaseWalkSpeed / movement.BaseSprintSpeed;
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args.ModifySpeed(1f, sprintDif);
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}
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/// <summary>
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/// Sets <see cref="BorgModuleComponent.DefaultModule"/>.
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/// </summary>
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public void SetBorgModuleDefault(Entity<BorgModuleComponent> ent, bool newDefault)
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{
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ent.Comp.DefaultModule = newDefault;
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Dirty(ent);
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}
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}
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