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>
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@@ -0,0 +1,10 @@
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using Robust.Shared.GameStates;
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namespace Content.Shared.PowerCell.Components;
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/// <summary>
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/// Integrate PowerCellDraw and ItemToggle.
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/// Make toggling this item require power, and deactivates the item when power runs out.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class ToggleCellDrawComponent : Component;
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@@ -8,7 +8,6 @@ namespace Content.Shared.PowerCell;
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/// </summary>
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/// <remarks>
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/// With ActivatableUI it will activate and deactivate when the ui is opened and closed, drawing power inbetween.
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/// Requires <see cref="ItemToggleComponent"/> to work.
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/// </remarks>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, AutoGenerateComponentPause]
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public sealed partial class PowerCellDrawComponent : Component
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@@ -30,9 +29,8 @@ public sealed partial class PowerCellDrawComponent : Component
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#endregion
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/// <summary>
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/// Whether drawing is enabled, regardless of ItemToggle.
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/// Whether drawing is enabled.
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/// Having no cell will still disable it.
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/// Only use this if you really don't want it to use power for some time.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool Enabled = true;
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@@ -1,6 +1,4 @@
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using Content.Shared.Containers.ItemSlots;
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using Content.Shared.Item.ItemToggle;
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using Content.Shared.Item.ItemToggle.Components;
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using Content.Shared.PowerCell.Components;
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using Content.Shared.Rejuvenate;
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using Robust.Shared.Containers;
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@@ -13,19 +11,22 @@ public abstract class SharedPowerCellSystem : EntitySystem
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[Dependency] protected readonly IGameTiming Timing = default!;
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[Dependency] private readonly ItemSlotsSystem _itemSlots = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] protected readonly ItemToggleSystem Toggle = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PowerCellDrawComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<PowerCellSlotComponent, RejuvenateEvent>(OnRejuvenate);
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SubscribeLocalEvent<PowerCellSlotComponent, EntInsertedIntoContainerMessage>(OnCellInserted);
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SubscribeLocalEvent<PowerCellSlotComponent, EntRemovedFromContainerMessage>(OnCellRemoved);
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SubscribeLocalEvent<PowerCellSlotComponent, ContainerIsInsertingAttemptEvent>(OnCellInsertAttempt);
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}
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SubscribeLocalEvent<PowerCellDrawComponent, ItemToggleActivateAttemptEvent>(OnActivateAttempt);
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SubscribeLocalEvent<PowerCellDrawComponent, ItemToggledEvent>(OnToggled);
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private void OnMapInit(Entity<PowerCellDrawComponent> ent, ref MapInitEvent args)
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{
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QueueUpdate((ent, ent.Comp));
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}
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private void OnRejuvenate(EntityUid uid, PowerCellSlotComponent component, RejuvenateEvent args)
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@@ -70,16 +71,13 @@ public abstract class SharedPowerCellSystem : EntitySystem
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RaiseLocalEvent(uid, new PowerCellChangedEvent(true), false);
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}
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private void OnActivateAttempt(Entity<PowerCellDrawComponent> ent, ref ItemToggleActivateAttemptEvent args)
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/// <summary>
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/// Makes the draw logic update in the next tick.
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/// </summary>
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public void QueueUpdate(Entity<PowerCellDrawComponent?> ent)
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{
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if (!HasDrawCharge(ent, ent.Comp, user: args.User)
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|| !HasActivatableCharge(ent, ent.Comp, user: args.User))
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args.Cancelled = true;
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}
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private void OnToggled(Entity<PowerCellDrawComponent> ent, ref ItemToggledEvent args)
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{
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ent.Comp.NextUpdateTime = Timing.CurTime;
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if (Resolve(ent, ref ent.Comp))
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ent.Comp.NextUpdateTime = Timing.CurTime;
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}
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public void SetDrawEnabled(Entity<PowerCellDrawComponent?> ent, bool enabled)
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49
Content.Shared/PowerCell/ToggleCellDrawSystem.cs
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49
Content.Shared/PowerCell/ToggleCellDrawSystem.cs
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@@ -0,0 +1,49 @@
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using Content.Shared.Item.ItemToggle;
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using Content.Shared.Item.ItemToggle.Components;
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using Content.Shared.PowerCell.Components;
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namespace Content.Shared.PowerCell;
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/// <summary>
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/// Handles events to integrate PowerCellDraw with ItemToggle
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/// </summary>
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public sealed class ToggleCellDrawSystem : EntitySystem
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{
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[Dependency] private readonly ItemToggleSystem _toggle = default!;
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[Dependency] private readonly SharedPowerCellSystem _cell = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ToggleCellDrawComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<ToggleCellDrawComponent, ItemToggleActivateAttemptEvent>(OnActivateAttempt);
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SubscribeLocalEvent<ToggleCellDrawComponent, ItemToggledEvent>(OnToggled);
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SubscribeLocalEvent<ToggleCellDrawComponent, PowerCellSlotEmptyEvent>(OnEmpty);
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}
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private void OnMapInit(Entity<ToggleCellDrawComponent> ent, ref MapInitEvent args)
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{
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_cell.SetDrawEnabled(ent.Owner, _toggle.IsActivated(ent.Owner));
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}
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private void OnActivateAttempt(Entity<ToggleCellDrawComponent> ent, ref ItemToggleActivateAttemptEvent args)
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{
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if (!_cell.HasDrawCharge(ent, user: args.User)
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|| !_cell.HasActivatableCharge(ent, user: args.User))
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args.Cancelled = true;
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}
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private void OnToggled(Entity<ToggleCellDrawComponent> ent, ref ItemToggledEvent args)
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{
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var uid = ent.Owner;
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var draw = Comp<PowerCellDrawComponent>(uid);
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_cell.QueueUpdate((uid, draw));
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_cell.SetDrawEnabled((uid, draw), args.Activated);
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}
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private void OnEmpty(Entity<ToggleCellDrawComponent> ent, ref PowerCellSlotEmptyEvent args)
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{
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_toggle.TryDeactivate(ent.Owner);
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}
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}
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