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crystall-punk-14/Content.Shared/Clothing/EntitySystems/ToggleClothingSystem.cs

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item toggling giga rework + full ninja refactor (#28039) * 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>
2024-07-11 05:55:56 +00:00
using Content.Shared.Actions;
using Content.Shared.Clothing;
using Content.Shared.Clothing.Components;
using Content.Shared.Inventory;
using Content.Shared.Item.ItemToggle;
using Content.Shared.Toggleable;
namespace Content.Shared.Clothing.EntitySystems;
/// <summary>
/// Handles adding and using a toggle action for <see cref="ToggleClothingComponent"/>.
/// </summary>
public sealed class ToggleClothingSystem : EntitySystem
{
[Dependency] private readonly SharedActionsSystem _actions = default!;
[Dependency] private readonly ItemToggleSystem _toggle = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ToggleClothingComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<ToggleClothingComponent, GetItemActionsEvent>(OnGetActions);
SubscribeLocalEvent<ToggleClothingComponent, ToggleActionEvent>(OnToggleAction);
SubscribeLocalEvent<ToggleClothingComponent, ClothingGotUnequippedEvent>(OnUnequipped);
}
private void OnMapInit(Entity<ToggleClothingComponent> ent, ref MapInitEvent args)
{
var (uid, comp) = ent;
// test funny
if (string.IsNullOrEmpty(comp.Action))
return;
_actions.AddAction(uid, ref comp.ActionEntity, comp.Action);
_actions.SetToggled(comp.ActionEntity, _toggle.IsActivated(ent.Owner));
Dirty(uid, comp);
}
private void OnGetActions(Entity<ToggleClothingComponent> ent, ref GetItemActionsEvent args)
{
var ev = new ToggleClothingCheckEvent(args.User);
RaiseLocalEvent(ent, ref ev);
if (!ev.Cancelled)
args.AddAction(ent.Comp.ActionEntity);
}
private void OnToggleAction(Entity<ToggleClothingComponent> ent, ref ToggleActionEvent args)
{
args.Handled = _toggle.Toggle(ent.Owner, args.Performer);
}
private void OnUnequipped(Entity<ToggleClothingComponent> ent, ref ClothingGotUnequippedEvent args)
{
if (ent.Comp.DisableOnUnequip)
_toggle.TryDeactivate(ent.Owner, args.Wearer);
}
}