Files
crystall-punk-14/Content.Shared/Clothing/MagbootsSystem.cs

91 lines
3.4 KiB
C#
Raw Permalink Normal View History

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.Alert;
using Content.Shared.Atmos.Components;
using Content.Shared.Clothing.EntitySystems;
using Content.Shared.Gravity;
using Content.Shared.Inventory;
using Content.Shared.Item;
using Content.Shared.Item.ItemToggle;
using Content.Shared.Item.ItemToggle.Components;
using Robust.Shared.Containers;
namespace Content.Shared.Clothing;
public sealed class SharedMagbootsSystem : EntitySystem
{
[Dependency] private readonly AlertsSystem _alerts = default!;
[Dependency] private readonly ClothingSystem _clothing = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly ItemToggleSystem _toggle = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly SharedGravitySystem _gravity = default!;
[Dependency] private readonly SharedItemSystem _item = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<MagbootsComponent, ItemToggledEvent>(OnToggled);
SubscribeLocalEvent<MagbootsComponent, ClothingGotEquippedEvent>(OnGotEquipped);
SubscribeLocalEvent<MagbootsComponent, ClothingGotUnequippedEvent>(OnGotUnequipped);
SubscribeLocalEvent<MagbootsComponent, IsWeightlessEvent>(OnIsWeightless);
SubscribeLocalEvent<MagbootsComponent, InventoryRelayedEvent<IsWeightlessEvent>>(OnIsWeightless);
}
private void OnToggled(Entity<MagbootsComponent> ent, ref ItemToggledEvent args)
{
var (uid, comp) = ent;
// only stick to the floor if being worn in the correct slot
if (_container.TryGetContainingContainer((uid, null, null), out var container) &&
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
_inventory.TryGetSlotEntity(container.Owner, comp.Slot, out var worn)
&& uid == worn)
{
UpdateMagbootEffects(container.Owner, ent, args.Activated);
}
var prefix = args.Activated ? "on" : null;
_item.SetHeldPrefix(ent, prefix);
_clothing.SetEquippedPrefix(ent, prefix);
}
private void OnGotUnequipped(Entity<MagbootsComponent> ent, ref ClothingGotUnequippedEvent args)
{
UpdateMagbootEffects(args.Wearer, ent, false);
}
private void OnGotEquipped(Entity<MagbootsComponent> ent, ref ClothingGotEquippedEvent args)
{
UpdateMagbootEffects(args.Wearer, ent, _toggle.IsActivated(ent.Owner));
}
public void UpdateMagbootEffects(EntityUid user, Entity<MagbootsComponent> ent, bool state)
{
// TODO: public api for this and add access
if (TryComp<MovedByPressureComponent>(user, out var moved))
moved.Enabled = !state;
if (state)
_alerts.ShowAlert(user, ent.Comp.MagbootsAlert);
else
_alerts.ClearAlert(user, ent.Comp.MagbootsAlert);
}
private void OnIsWeightless(Entity<MagbootsComponent> ent, ref IsWeightlessEvent args)
{
if (args.Handled || !_toggle.IsActivated(ent.Owner))
return;
// do not cancel weightlessness if the person is in off-grid.
if (ent.Comp.RequiresGrid && !_gravity.EntityOnGravitySupportingGridOrMap(ent.Owner))
return;
args.IsWeightless = false;
args.Handled = true;
}
private void OnIsWeightless(Entity<MagbootsComponent> ent, ref InventoryRelayedEvent<IsWeightlessEvent> args)
{
OnIsWeightless(ent, ref args.Args);
}
}