Files
tbd-station-14/Content.Shared/Item/ItemToggle/Components/ItemToggleComponent.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

125 lines
3.8 KiB
C#

using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared.Item.ItemToggle.Components;
/// <summary>
/// Handles generic item toggles, like a welder turning on and off, or an e-sword.
/// </summary>
/// <remarks>
/// If you need extended functionality (e.g. requiring power) then add a new component and use events:
/// ItemToggleActivateAttemptEvent, ItemToggleDeactivateAttemptEvent, ItemToggledEvent.
/// </remarks>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class ItemToggleComponent : Component
{
/// <summary>
/// The item's toggle state.
/// </summary>
[DataField, AutoNetworkedField]
public bool Activated = false;
/// <summary>
/// Can the entity be activated in the world.
/// </summary>
[DataField, AutoNetworkedField]
public bool OnActivate = true;
/// <summary>
/// If this is set to false then the item can't be toggled by pressing Z.
/// Use another system to do it then.
/// </summary>
[DataField]
public bool OnUse = true;
/// <summary>
/// The localized text to display in the verb to activate.
/// </summary>
[DataField]
public string VerbToggleOn = "item-toggle-activate";
/// <summary>
/// The localized text to display in the verb to de-activate.
/// </summary>
[DataField]
public string VerbToggleOff = "item-toggle-deactivate";
/// <summary>
/// Whether the item's toggle can be predicted by the client.
/// </summary>
/// /// <remarks>
/// If server-side systems affect the item's toggle, like charge/fuel systems, then the item is not predictable.
/// </remarks>
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public bool Predictable = true;
/// <summary>
/// The noise this item makes when it is toggled on.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public SoundSpecifier? SoundActivate;
/// <summary>
/// The noise this item makes when it is toggled off.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public SoundSpecifier? SoundDeactivate;
/// <summary>
/// The noise this item makes when it is toggled on.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public SoundSpecifier? SoundFailToActivate;
}
/// <summary>
/// Raised directed on an entity when its ItemToggle is attempted to be activated.
/// </summary>
[ByRefEvent]
public record struct ItemToggleActivateAttemptEvent(EntityUid? User)
{
/// <summary>
/// Should we silently fail.
/// </summary>
public bool Silent = false;
public bool Cancelled = false;
public readonly EntityUid? User = User;
/// <summary>
/// Pop-up that gets shown to users explaining why the attempt was cancelled.
/// </summary>
public string? Popup;
}
/// <summary>
/// Raised directed on an entity when its ItemToggle is attempted to be deactivated.
/// </summary>
[ByRefEvent]
public record struct ItemToggleDeactivateAttemptEvent(EntityUid? User)
{
/// <summary>
/// Should we silently fail.
/// </summary>
public bool Silent = false;
public bool Cancelled = false;
public readonly EntityUid? User = User;
/// <summary>
/// Pop-up that gets shown to users explaining why the attempt was cancelled.
/// </summary>
public string? Popup;
}
/// <summary>
/// Raised directed on an entity any sort of toggle is complete.
/// </summary>
[ByRefEvent]
public readonly record struct ItemToggledEvent(bool Predicted, bool Activated, EntityUid? User)
{
public readonly bool Predicted = Predicted;
public readonly bool Activated = Activated;
public readonly EntityUid? User = User;
}