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>
This commit is contained in:
deltanedas
2024-07-11 05:55:56 +00:00
committed by GitHub
parent e45f55e36d
commit 02636386b5
121 changed files with 1629 additions and 2014 deletions

View File

@@ -1,11 +1,10 @@
using Content.Shared.Actions;
using Content.Shared.Clothing.Components;
using Content.Shared.Examine;
using Content.Shared.IdentityManagement;
using Content.Shared.Inventory;
using Content.Shared.Item.ItemToggle;
using Content.Shared.Item.ItemToggle.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.PowerCell;
using Content.Shared.Toggleable;
using Content.Shared.Verbs;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
@@ -15,12 +14,12 @@ namespace Content.Shared.Clothing;
public sealed class ClothingSpeedModifierSystem : EntitySystem
{
[Dependency] private readonly SharedActionsSystem _actions = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly ClothingSpeedModifierSystem _clothingSpeedModifier = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly ExamineSystemShared _examine = default!;
[Dependency] private readonly MovementSpeedModifierSystem _movementSpeed = default!;
[Dependency] private readonly ItemToggleSystem _toggle = default!;
[Dependency] private readonly SharedPowerCellSystem _powerCell = default!;
public override void Initialize()
@@ -31,39 +30,12 @@ public sealed class ClothingSpeedModifierSystem : EntitySystem
SubscribeLocalEvent<ClothingSpeedModifierComponent, ComponentHandleState>(OnHandleState);
SubscribeLocalEvent<ClothingSpeedModifierComponent, InventoryRelayedEvent<RefreshMovementSpeedModifiersEvent>>(OnRefreshMoveSpeed);
SubscribeLocalEvent<ClothingSpeedModifierComponent, GetVerbsEvent<ExamineVerb>>(OnClothingVerbExamine);
SubscribeLocalEvent<ToggleClothingSpeedComponent, GetVerbsEvent<ActivationVerb>>(AddToggleVerb);
SubscribeLocalEvent<ToggleClothingSpeedComponent, GetItemActionsEvent>(OnGetActions);
SubscribeLocalEvent<ToggleClothingSpeedComponent, ToggleClothingSpeedEvent>(OnToggleSpeed);
SubscribeLocalEvent<ToggleClothingSpeedComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<ToggleClothingSpeedComponent, PowerCellSlotEmptyEvent>(OnPowerCellSlotEmpty);
SubscribeLocalEvent<ClothingSpeedModifierComponent, ItemToggledEvent>(OnToggled);
}
// Public API
public void SetClothingSpeedModifierEnabled(EntityUid uid, bool enabled, ClothingSpeedModifierComponent? component = null)
{
if (!Resolve(uid, ref component, false))
return;
if (component.Enabled != enabled)
{
component.Enabled = enabled;
Dirty(uid, component);
// inventory system will automatically hook into the event raised by this and update accordingly
if (_container.TryGetContainingContainer(uid, out var container))
{
_movementSpeed.RefreshMovementSpeedModifiers(container.Owner);
}
}
}
// Event handlers
private void OnGetState(EntityUid uid, ClothingSpeedModifierComponent component, ref ComponentGetState args)
{
args.State = new ClothingSpeedModifierComponentState(component.WalkModifier, component.SprintModifier, component.Enabled);
args.State = new ClothingSpeedModifierComponentState(component.WalkModifier, component.SprintModifier);
}
private void OnHandleState(EntityUid uid, ClothingSpeedModifierComponent component, ref ComponentHandleState args)
@@ -71,13 +43,11 @@ public sealed class ClothingSpeedModifierSystem : EntitySystem
if (args.Current is not ClothingSpeedModifierComponentState state)
return;
var diff = component.Enabled != state.Enabled ||
!MathHelper.CloseTo(component.SprintModifier, state.SprintModifier) ||
var diff = !MathHelper.CloseTo(component.SprintModifier, state.SprintModifier) ||
!MathHelper.CloseTo(component.WalkModifier, state.WalkModifier);
component.WalkModifier = state.WalkModifier;
component.SprintModifier = state.SprintModifier;
component.Enabled = state.Enabled;
// Avoid raising the event for the container if nothing changed.
// We'll still set the values in case they're slightly different but within tolerance.
@@ -89,10 +59,8 @@ public sealed class ClothingSpeedModifierSystem : EntitySystem
private void OnRefreshMoveSpeed(EntityUid uid, ClothingSpeedModifierComponent component, InventoryRelayedEvent<RefreshMovementSpeedModifiersEvent> args)
{
if (!component.Enabled)
return;
args.Args.ModifySpeed(component.WalkModifier, component.SprintModifier);
if (_toggle.IsActivated(uid))
args.Args.ModifySpeed(component.WalkModifier, component.SprintModifier);
}
private void OnClothingVerbExamine(EntityUid uid, ClothingSpeedModifierComponent component, GetVerbsEvent<ExamineVerb> args)
@@ -142,60 +110,15 @@ public sealed class ClothingSpeedModifierSystem : EntitySystem
_examine.AddDetailedExamineVerb(args, component, msg, Loc.GetString("clothing-speed-examinable-verb-text"), "/Textures/Interface/VerbIcons/outfit.svg.192dpi.png", Loc.GetString("clothing-speed-examinable-verb-message"));
}
private void OnMapInit(Entity<ToggleClothingSpeedComponent> uid, ref MapInitEvent args)
private void OnToggled(Entity<ClothingSpeedModifierComponent> ent, ref ItemToggledEvent args)
{
_actions.AddAction(uid, ref uid.Comp.ToggleActionEntity, uid.Comp.ToggleAction);
}
// make sentient boots slow or fast too
_movementSpeed.RefreshMovementSpeedModifiers(ent);
private void OnToggleSpeed(Entity<ToggleClothingSpeedComponent> uid, ref ToggleClothingSpeedEvent args)
{
if (args.Handled)
return;
args.Handled = true;
SetSpeedToggleEnabled(uid, !uid.Comp.Enabled, args.Performer);
}
private void SetSpeedToggleEnabled(Entity<ToggleClothingSpeedComponent> uid, bool value, EntityUid? user)
{
if (uid.Comp.Enabled == value)
return;
TryComp<PowerCellDrawComponent>(uid, out var draw);
if (value && !_powerCell.HasDrawCharge(uid, draw, user: user))
return;
uid.Comp.Enabled = value;
_appearance.SetData(uid, ToggleVisuals.Toggled, uid.Comp.Enabled);
_actions.SetToggled(uid.Comp.ToggleActionEntity, uid.Comp.Enabled);
_clothingSpeedModifier.SetClothingSpeedModifierEnabled(uid.Owner, uid.Comp.Enabled);
_powerCell.SetPowerCellDrawEnabled(uid, uid.Comp.Enabled, draw);
Dirty(uid, uid.Comp);
}
private void AddToggleVerb(Entity<ToggleClothingSpeedComponent> uid, ref GetVerbsEvent<ActivationVerb> args)
{
if (!args.CanAccess || !args.CanInteract)
return;
var user = args.User;
ActivationVerb verb = new()
if (_container.TryGetContainingContainer(ent.Owner, out var container))
{
Text = Loc.GetString("toggle-clothing-verb-text",
("entity", Identity.Entity(uid, EntityManager))),
Act = () => SetSpeedToggleEnabled(uid, !uid.Comp.Enabled, user)
};
args.Verbs.Add(verb);
}
private void OnGetActions(Entity<ToggleClothingSpeedComponent> uid, ref GetItemActionsEvent args)
{
args.AddAction(ref uid.Comp.ToggleActionEntity, uid.Comp.ToggleAction);
}
private void OnPowerCellSlotEmpty(Entity<ToggleClothingSpeedComponent> uid, ref PowerCellSlotEmptyEvent args)
{
SetSpeedToggleEnabled(uid, false, null);
// inventory system will automatically hook into the event raised by this and update accordingly
_movementSpeed.RefreshMovementSpeedModifiers(container.Owner);
}
}
}