decouple ItemToggle from PowerCellDraw (#31392)

* remove ItemToggle from PowerCellDraw query

* add EntityQuery for resolves, make them all optional

* move integration to ToggleCellDraw

* add ToggleCellDraw to almost every PowerCellDraw prototype

* :trollface:

* :trollface:

* :trollface:

* let it disable on mapinit

* set update time on mapinit, make borg power logic consistent now

* :trollface:

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
This commit is contained in:
deltanedas
2024-08-25 12:17:03 +00:00
committed by GitHub
parent 42865ae705
commit e1df251cbc
15 changed files with 99 additions and 28 deletions

View File

@@ -0,0 +1,10 @@
using Robust.Shared.GameStates;
namespace Content.Shared.PowerCell.Components;
/// <summary>
/// Integrate PowerCellDraw and ItemToggle.
/// Make toggling this item require power, and deactivates the item when power runs out.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed partial class ToggleCellDrawComponent : Component;

View File

@@ -8,7 +8,6 @@ namespace Content.Shared.PowerCell;
/// </summary>
/// <remarks>
/// With ActivatableUI it will activate and deactivate when the ui is opened and closed, drawing power inbetween.
/// Requires <see cref="ItemToggleComponent"/> to work.
/// </remarks>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, AutoGenerateComponentPause]
public sealed partial class PowerCellDrawComponent : Component
@@ -30,9 +29,8 @@ public sealed partial class PowerCellDrawComponent : Component
#endregion
/// <summary>
/// Whether drawing is enabled, regardless of ItemToggle.
/// Whether drawing is enabled.
/// Having no cell will still disable it.
/// Only use this if you really don't want it to use power for some time.
/// </summary>
[DataField, AutoNetworkedField]
public bool Enabled = true;

View File

@@ -1,6 +1,4 @@
using Content.Shared.Containers.ItemSlots;
using Content.Shared.Item.ItemToggle;
using Content.Shared.Item.ItemToggle.Components;
using Content.Shared.PowerCell.Components;
using Content.Shared.Rejuvenate;
using Robust.Shared.Containers;
@@ -13,19 +11,22 @@ public abstract class SharedPowerCellSystem : EntitySystem
[Dependency] protected readonly IGameTiming Timing = default!;
[Dependency] private readonly ItemSlotsSystem _itemSlots = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] protected readonly ItemToggleSystem Toggle = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PowerCellDrawComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<PowerCellSlotComponent, RejuvenateEvent>(OnRejuvenate);
SubscribeLocalEvent<PowerCellSlotComponent, EntInsertedIntoContainerMessage>(OnCellInserted);
SubscribeLocalEvent<PowerCellSlotComponent, EntRemovedFromContainerMessage>(OnCellRemoved);
SubscribeLocalEvent<PowerCellSlotComponent, ContainerIsInsertingAttemptEvent>(OnCellInsertAttempt);
}
SubscribeLocalEvent<PowerCellDrawComponent, ItemToggleActivateAttemptEvent>(OnActivateAttempt);
SubscribeLocalEvent<PowerCellDrawComponent, ItemToggledEvent>(OnToggled);
private void OnMapInit(Entity<PowerCellDrawComponent> ent, ref MapInitEvent args)
{
QueueUpdate((ent, ent.Comp));
}
private void OnRejuvenate(EntityUid uid, PowerCellSlotComponent component, RejuvenateEvent args)
@@ -70,16 +71,13 @@ public abstract class SharedPowerCellSystem : EntitySystem
RaiseLocalEvent(uid, new PowerCellChangedEvent(true), false);
}
private void OnActivateAttempt(Entity<PowerCellDrawComponent> ent, ref ItemToggleActivateAttemptEvent args)
/// <summary>
/// Makes the draw logic update in the next tick.
/// </summary>
public void QueueUpdate(Entity<PowerCellDrawComponent?> ent)
{
if (!HasDrawCharge(ent, ent.Comp, user: args.User)
|| !HasActivatableCharge(ent, ent.Comp, user: args.User))
args.Cancelled = true;
}
private void OnToggled(Entity<PowerCellDrawComponent> ent, ref ItemToggledEvent args)
{
ent.Comp.NextUpdateTime = Timing.CurTime;
if (Resolve(ent, ref ent.Comp))
ent.Comp.NextUpdateTime = Timing.CurTime;
}
public void SetDrawEnabled(Entity<PowerCellDrawComponent?> ent, bool enabled)

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@@ -0,0 +1,49 @@
using Content.Shared.Item.ItemToggle;
using Content.Shared.Item.ItemToggle.Components;
using Content.Shared.PowerCell.Components;
namespace Content.Shared.PowerCell;
/// <summary>
/// Handles events to integrate PowerCellDraw with ItemToggle
/// </summary>
public sealed class ToggleCellDrawSystem : EntitySystem
{
[Dependency] private readonly ItemToggleSystem _toggle = default!;
[Dependency] private readonly SharedPowerCellSystem _cell = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ToggleCellDrawComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<ToggleCellDrawComponent, ItemToggleActivateAttemptEvent>(OnActivateAttempt);
SubscribeLocalEvent<ToggleCellDrawComponent, ItemToggledEvent>(OnToggled);
SubscribeLocalEvent<ToggleCellDrawComponent, PowerCellSlotEmptyEvent>(OnEmpty);
}
private void OnMapInit(Entity<ToggleCellDrawComponent> ent, ref MapInitEvent args)
{
_cell.SetDrawEnabled(ent.Owner, _toggle.IsActivated(ent.Owner));
}
private void OnActivateAttempt(Entity<ToggleCellDrawComponent> ent, ref ItemToggleActivateAttemptEvent args)
{
if (!_cell.HasDrawCharge(ent, user: args.User)
|| !_cell.HasActivatableCharge(ent, user: args.User))
args.Cancelled = true;
}
private void OnToggled(Entity<ToggleCellDrawComponent> ent, ref ItemToggledEvent args)
{
var uid = ent.Owner;
var draw = Comp<PowerCellDrawComponent>(uid);
_cell.QueueUpdate((uid, draw));
_cell.SetDrawEnabled((uid, draw), args.Activated);
}
private void OnEmpty(Entity<ToggleCellDrawComponent> ent, ref PowerCellSlotEmptyEvent args)
{
_toggle.TryDeactivate(ent.Owner);
}
}