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:
@@ -1,11 +1,14 @@
|
||||
using Content.Shared.Actions;
|
||||
using Content.Shared.Clothing;
|
||||
using Content.Shared.Clothing.Components;
|
||||
using Content.Shared.Clothing.EntitySystems;
|
||||
using Content.Shared.Inventory.Events;
|
||||
using Content.Shared.Item.ItemToggle;
|
||||
using Content.Shared.Item.ItemToggle.Components;
|
||||
using Content.Shared.Ninja.Components;
|
||||
using Content.Shared.Popups;
|
||||
using Content.Shared.Timing;
|
||||
using Robust.Shared.Audio.Systems;
|
||||
using Robust.Shared.Timing;
|
||||
|
||||
namespace Content.Shared.Ninja.Systems;
|
||||
|
||||
@@ -14,137 +17,158 @@ namespace Content.Shared.Ninja.Systems;
|
||||
/// </summary>
|
||||
public abstract class SharedNinjaSuitSystem : EntitySystem
|
||||
{
|
||||
[Dependency] protected readonly IGameTiming GameTiming = default!;
|
||||
[Dependency] private readonly SharedAudioSystem _audio = default!;
|
||||
[Dependency] private readonly SharedNinjaGlovesSystem _gloves = default!;
|
||||
[Dependency] private readonly SharedSpaceNinjaSystem _ninja = default!;
|
||||
[Dependency] private readonly ActionContainerSystem _actionContainer = default!;
|
||||
[Dependency] private readonly SharedAudioSystem _audio = default!;
|
||||
[Dependency] private readonly ItemToggleSystem _toggle = default!;
|
||||
[Dependency] protected readonly SharedPopupSystem Popup = default!;
|
||||
[Dependency] protected readonly StealthClothingSystem StealthClothing = default!;
|
||||
[Dependency] private readonly SharedSpaceNinjaSystem _ninja = default!;
|
||||
[Dependency] private readonly UseDelaySystem _useDelay = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<NinjaSuitComponent, MapInitEvent>(OnMapInit);
|
||||
|
||||
SubscribeLocalEvent<NinjaSuitComponent, GotEquippedEvent>(OnEquipped);
|
||||
SubscribeLocalEvent<NinjaSuitComponent, ClothingGotEquippedEvent>(OnEquipped);
|
||||
SubscribeLocalEvent<NinjaSuitComponent, GetItemActionsEvent>(OnGetItemActions);
|
||||
SubscribeLocalEvent<NinjaSuitComponent, AddStealthActionEvent>(OnAddStealthAction);
|
||||
SubscribeLocalEvent<NinjaSuitComponent, ToggleClothingCheckEvent>(OnCloakCheck);
|
||||
SubscribeLocalEvent<NinjaSuitComponent, CheckItemCreatorEvent>(OnStarCheck);
|
||||
SubscribeLocalEvent<NinjaSuitComponent, CreateItemAttemptEvent>(OnCreateStarAttempt);
|
||||
SubscribeLocalEvent<NinjaSuitComponent, ItemToggleActivateAttemptEvent>(OnActivateAttempt);
|
||||
SubscribeLocalEvent<NinjaSuitComponent, GotUnequippedEvent>(OnUnequipped);
|
||||
}
|
||||
|
||||
private void OnMapInit(EntityUid uid, NinjaSuitComponent component, MapInitEvent args)
|
||||
private void OnEquipped(Entity<NinjaSuitComponent> ent, ref ClothingGotEquippedEvent args)
|
||||
{
|
||||
_actionContainer.EnsureAction(uid, ref component.RecallKatanaActionEntity, component.RecallKatanaAction);
|
||||
_actionContainer.EnsureAction(uid, ref component.CreateThrowingStarActionEntity, component.CreateThrowingStarAction);
|
||||
_actionContainer.EnsureAction(uid, ref component.EmpActionEntity, component.EmpAction);
|
||||
Dirty(uid, component);
|
||||
var user = args.Wearer;
|
||||
if (_ninja.NinjaQuery.TryComp(user, out var ninja))
|
||||
NinjaEquipped(ent, (user, ninja));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Call the shared and serverside code for when a ninja equips the suit.
|
||||
/// </summary>
|
||||
private void OnEquipped(EntityUid uid, NinjaSuitComponent comp, GotEquippedEvent args)
|
||||
protected virtual void NinjaEquipped(Entity<NinjaSuitComponent> ent, Entity<SpaceNinjaComponent> user)
|
||||
{
|
||||
var user = args.Equipee;
|
||||
if (!TryComp<SpaceNinjaComponent>(user, out var ninja))
|
||||
return;
|
||||
// mark the user as wearing this suit, used when being attacked among other things
|
||||
_ninja.AssignSuit(user, ent);
|
||||
}
|
||||
|
||||
NinjaEquippedSuit(uid, comp, user, ninja);
|
||||
private void OnMapInit(Entity<NinjaSuitComponent> ent, ref MapInitEvent args)
|
||||
{
|
||||
var (uid, comp) = ent;
|
||||
_actionContainer.EnsureAction(uid, ref comp.RecallKatanaActionEntity, comp.RecallKatanaAction);
|
||||
_actionContainer.EnsureAction(uid, ref comp.EmpActionEntity, comp.EmpAction);
|
||||
Dirty(uid, comp);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add all the actions when a suit is equipped by a ninja.
|
||||
/// </summary>
|
||||
private void OnGetItemActions(EntityUid uid, NinjaSuitComponent comp, GetItemActionsEvent args)
|
||||
private void OnGetItemActions(Entity<NinjaSuitComponent> ent, ref GetItemActionsEvent args)
|
||||
{
|
||||
if (!HasComp<SpaceNinjaComponent>(args.User))
|
||||
if (!_ninja.IsNinja(args.User))
|
||||
return;
|
||||
|
||||
var comp = ent.Comp;
|
||||
args.AddAction(ref comp.RecallKatanaActionEntity, comp.RecallKatanaAction);
|
||||
args.AddAction(ref comp.CreateThrowingStarActionEntity, comp.CreateThrowingStarAction);
|
||||
args.AddAction(ref comp.EmpActionEntity, comp.EmpAction);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Only add stealth clothing's toggle action when equipped by a ninja.
|
||||
/// Only add toggle cloak action when equipped by a ninja.
|
||||
/// </summary>
|
||||
private void OnAddStealthAction(EntityUid uid, NinjaSuitComponent comp, AddStealthActionEvent args)
|
||||
private void OnCloakCheck(Entity<NinjaSuitComponent> ent, ref ToggleClothingCheckEvent args)
|
||||
{
|
||||
if (!HasComp<SpaceNinjaComponent>(args.User))
|
||||
args.Cancel();
|
||||
if (!_ninja.IsNinja(args.User))
|
||||
args.Cancelled = true;
|
||||
}
|
||||
|
||||
private void OnStarCheck(Entity<NinjaSuitComponent> ent, ref CheckItemCreatorEvent args)
|
||||
{
|
||||
if (!_ninja.IsNinja(args.User))
|
||||
args.Cancelled = true;
|
||||
}
|
||||
|
||||
private void OnCreateStarAttempt(Entity<NinjaSuitComponent> ent, ref CreateItemAttemptEvent args)
|
||||
{
|
||||
if (CheckDisabled(ent, args.User))
|
||||
args.Cancelled = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Call the shared and serverside code for when anyone unequips a suit.
|
||||
/// </summary>
|
||||
private void OnUnequipped(EntityUid uid, NinjaSuitComponent comp, GotUnequippedEvent args)
|
||||
private void OnUnequipped(Entity<NinjaSuitComponent> ent, ref GotUnequippedEvent args)
|
||||
{
|
||||
UserUnequippedSuit(uid, comp, args.Equipee);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when a suit is equipped by a space ninja.
|
||||
/// In the future it might be changed to an explicit activation toggle/verb like gloves are.
|
||||
/// </summary>
|
||||
protected virtual void NinjaEquippedSuit(EntityUid uid, NinjaSuitComponent comp, EntityUid user, SpaceNinjaComponent ninja)
|
||||
{
|
||||
// mark the user as wearing this suit, used when being attacked among other things
|
||||
_ninja.AssignSuit(user, uid, ninja);
|
||||
|
||||
// initialize phase cloak, but keep it off
|
||||
StealthClothing.SetEnabled(uid, user, false);
|
||||
var user = args.Equipee;
|
||||
if (_ninja.NinjaQuery.TryComp(user, out var ninja))
|
||||
UserUnequippedSuit(ent, (user, ninja));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Force uncloaks the user and disables suit abilities.
|
||||
/// </summary>
|
||||
public void RevealNinja(EntityUid uid, EntityUid user, bool disable = true, NinjaSuitComponent? comp = null, StealthClothingComponent? stealthClothing = null)
|
||||
public void RevealNinja(Entity<NinjaSuitComponent?> ent, EntityUid user, bool disable = true)
|
||||
{
|
||||
if (!Resolve(uid, ref comp, ref stealthClothing))
|
||||
if (!Resolve(ent, ref ent.Comp))
|
||||
return;
|
||||
|
||||
if (!StealthClothing.SetEnabled(uid, user, false, stealthClothing))
|
||||
return;
|
||||
|
||||
if (!disable)
|
||||
var uid = ent.Owner;
|
||||
var comp = ent.Comp;
|
||||
if (_toggle.TryDeactivate(uid, user) || !disable)
|
||||
return;
|
||||
|
||||
// previously cloaked, disable abilities for a short time
|
||||
_audio.PlayPredicted(comp.RevealSound, uid, user);
|
||||
Popup.PopupClient(Loc.GetString("ninja-revealed"), user, user, PopupType.MediumCaution);
|
||||
comp.DisableCooldown = GameTiming.CurTime + comp.DisableTime;
|
||||
_useDelay.TryResetDelay(uid, id: comp.DisableDelayId);
|
||||
}
|
||||
|
||||
// TODO: modify PowerCellDrain
|
||||
/// <summary>
|
||||
/// Returns the power used by a suit
|
||||
/// </summary>
|
||||
public float SuitWattage(EntityUid uid, NinjaSuitComponent? suit = null)
|
||||
private void OnActivateAttempt(Entity<NinjaSuitComponent> ent, ref ItemToggleActivateAttemptEvent args)
|
||||
{
|
||||
if (!Resolve(uid, ref suit))
|
||||
return 0f;
|
||||
if (!_ninja.IsNinja(args.User))
|
||||
{
|
||||
args.Cancelled = true;
|
||||
return;
|
||||
}
|
||||
|
||||
float wattage = suit.PassiveWattage;
|
||||
if (TryComp<StealthClothingComponent>(uid, out var stealthClothing) && stealthClothing.Enabled)
|
||||
wattage += suit.CloakWattage;
|
||||
return wattage;
|
||||
if (IsDisabled((ent, ent.Comp, null)))
|
||||
{
|
||||
args.Cancelled = true;
|
||||
args.Popup = Loc.GetString("ninja-suit-cooldown");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if the suit is currently disabled
|
||||
/// </summary>
|
||||
public bool IsDisabled(Entity<NinjaSuitComponent?, UseDelayComponent?> ent)
|
||||
{
|
||||
if (!Resolve(ent, ref ent.Comp1, ref ent.Comp2))
|
||||
return false;
|
||||
|
||||
return _useDelay.IsDelayed((ent, ent.Comp2), ent.Comp1.DisableDelayId);
|
||||
}
|
||||
|
||||
protected bool CheckDisabled(Entity<NinjaSuitComponent> ent, EntityUid user)
|
||||
{
|
||||
if (IsDisabled((ent, ent.Comp, null)))
|
||||
{
|
||||
Popup.PopupEntity(Loc.GetString("ninja-suit-cooldown"), user, user, PopupType.Medium);
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when a suit is unequipped, not necessarily by a space ninja.
|
||||
/// In the future it might be changed to also have explicit deactivation via toggle.
|
||||
/// </summary>
|
||||
protected virtual void UserUnequippedSuit(EntityUid uid, NinjaSuitComponent comp, EntityUid user)
|
||||
protected virtual void UserUnequippedSuit(Entity<NinjaSuitComponent> ent, Entity<SpaceNinjaComponent> user)
|
||||
{
|
||||
if (!TryComp<SpaceNinjaComponent>(user, out var ninja))
|
||||
return;
|
||||
|
||||
// mark the user as not wearing a suit
|
||||
_ninja.AssignSuit(user, null, ninja);
|
||||
_ninja.AssignSuit(user, null);
|
||||
// disable glove abilities
|
||||
if (ninja.Gloves != null && TryComp<NinjaGlovesComponent>(ninja.Gloves.Value, out var gloves))
|
||||
_gloves.DisableGloves(ninja.Gloves.Value, gloves);
|
||||
if (user.Comp.Gloves is {} uid)
|
||||
_toggle.TryDeactivate(uid, user: user);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user