Files

55 lines
1.9 KiB
C#
Raw Permalink Normal View History

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 22:53:50 +02:00
using Content.Shared.Examine;
using Content.Shared.Item.ItemToggle;
using Content.Shared.Item.ItemToggle.Components;
namespace Content.Shared.Armable;
/// <summary>
/// When used together with ItemToggle this will make the ItemToggle one way which is then used to represent an armed
/// state. If ItemComponent.Activated is true then the item is considered to be armed and should be able to be
/// triggered.
/// </summary>
public sealed class ArmableSystem : EntitySystem
{
[Dependency] private readonly ItemToggleSystem _itemToggle = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ArmableComponent, ExaminedEvent>(OnExamine);
SubscribeLocalEvent<ArmableComponent, ItemToggledEvent>(ArmingDone);
}
/// <summary>
/// Shows the status of the armable entity on examination.
/// </summary>
private void OnExamine(EntityUid uid, ArmableComponent comp, ExaminedEvent args)
{
if (!args.IsInDetailsRange || !comp.ShowStatusOnExamination || !TryComp<ItemToggleComponent>(uid, out var itemToggle))
return;
if (itemToggle.Activated)
{
if (!string.IsNullOrEmpty(comp.ExamineTextArmed))
args.PushMarkup(Loc.GetString(comp.ExamineTextArmed, ("name", uid)));
}
else
{
if (!string.IsNullOrEmpty(comp.ExamineTextNotArmed))
args.PushMarkup(Loc.GetString(comp.ExamineTextNotArmed,("name", uid)));
}
}
/// <summary>
/// Changes the appearance and disables the ItemToggleComponent as to not show the deactivate verb.
/// Whatever is armed should probably not be trivially disarmed.
/// </summary>
private void ArmingDone(Entity<ArmableComponent> entity, ref ItemToggledEvent args)
{
if (!args.Activated)
return;
_itemToggle.SetOnActivate(entity.Owner, false);
}
}