* Station AI overlay * implement * Bunch of ports * Fix a heap of bugs and basic scouting * helldivers * Shuffle interactions a bit * navmap stuff * Revert "navmap stuff" This reverts commit d1f89dd4be83233e22cf5dd062b2581f3c6da062. * AI wires implemented * Fix examines * Optimise the overlay significantly * Back to old static * BUI radial working * lots of work * Saving work * thanks fork * alright * pc * AI upload console * AI upload * stuff * Fix copy-paste shitcode * AI actions * navmap work * Fixes * first impressions * a * reh * Revert "navmap work" This reverts commit 6f63fea6e9245e189f368f97be3e32e9b210580e. # Conflicts: # Content.Client/Silicons/StationAi/StationAiOverlay.cs * OD * radar * weh * Fix examines * scoop mine eyes * fixes * reh * Optimise * Final round of optimisations * Fixes * fixes
56 lines
1.9 KiB
C#
56 lines
1.9 KiB
C#
using Content.Shared.Interaction;
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using Content.Shared.Light;
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using Content.Shared.Light.Components;
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using Content.Shared.Toggleable;
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using Content.Shared.Tools.Systems;
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using Robust.Shared.Random;
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namespace Content.Server.Weapons.Melee.EnergySword;
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public sealed class EnergySwordSystem : EntitySystem
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{
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[Dependency] private readonly SharedRgbLightControllerSystem _rgbSystem = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly SharedToolSystem _toolSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<EnergySwordComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<EnergySwordComponent, InteractUsingEvent>(OnInteractUsing);
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}
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// Used to pick a random color for the blade on map init.
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private void OnMapInit(EntityUid uid, EnergySwordComponent comp, MapInitEvent args)
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{
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if (comp.ColorOptions.Count != 0)
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comp.ActivatedColor = _random.Pick(comp.ColorOptions);
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if (!TryComp(uid, out AppearanceComponent? appearanceComponent))
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return;
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_appearance.SetData(uid, ToggleableLightVisuals.Color, comp.ActivatedColor, appearanceComponent);
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}
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// Used to make the make the blade multicolored when using a multitool on it.
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private void OnInteractUsing(EntityUid uid, EnergySwordComponent comp, InteractUsingEvent args)
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{
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if (args.Handled)
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return;
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if (!_toolSystem.HasQuality(args.Used, SharedToolSystem.PulseQuality))
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return;
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args.Handled = true;
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comp.Hacked = !comp.Hacked;
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if (comp.Hacked)
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{
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var rgb = EnsureComp<RgbLightControllerComponent>(uid);
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_rgbSystem.SetCycleRate(uid, comp.CycleRate, rgb);
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}
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else
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RemComp<RgbLightControllerComponent>(uid);
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}
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}
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