Hardbombs & Defusables (#15380)

Co-authored-by: Kara <lunarautomaton6@gmail.com>
Co-authored-by: Just-a-Unity-Dev <just-a-unity-dev@users.noreply.github.com>
Co-authored-by: LankLTE <twlowe06@gmail.com>
Co-authored-by: LankLTE <135308300+LankLTE@users.noreply.github.com>
This commit is contained in:
eclips_e
2023-09-12 09:42:38 +08:00
committed by GitHub
parent 75bf7bc6e8
commit 133ca98655
31 changed files with 1124 additions and 0 deletions

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using Content.Server.Defusable.Components;
using Content.Server.Defusable.Systems;
using Content.Server.Doors.Systems;
using Content.Server.Explosion.EntitySystems;
using Content.Server.Popups;
using Content.Server.Wires;
using Content.Shared.Defusable;
using Content.Shared.Doors;
using Content.Shared.Doors.Components;
using Content.Shared.Wires;
namespace Content.Server.Defusable.WireActions;
public sealed partial class ActivateWireAction : ComponentWireAction<DefusableComponent>
{
public override Color Color { get; set; } = Color.Lime;
public override string Name { get; set; } = "wire-name-bomb-live";
public override StatusLightState? GetLightState(Wire wire, DefusableComponent comp)
{
return comp.Activated ? StatusLightState.BlinkingFast : StatusLightState.Off;
}
public override object StatusKey { get; } = DefusableWireStatus.LiveIndicator;
public override bool Cut(EntityUid user, Wire wire, DefusableComponent comp)
{
return EntityManager.System<DefusableSystem>().ActivateWireCut(user, wire, comp);
}
public override bool Mend(EntityUid user, Wire wire, DefusableComponent comp)
{
// if its not disposable defusable system already handles* this
// *probably
return true;
}
public override void Pulse(EntityUid user, Wire wire, DefusableComponent comp)
{
EntityManager.System<DefusableSystem>().ActivateWirePulse(user, wire, comp);
}
}

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using Content.Server.Defusable.Components;
using Content.Server.Defusable.Systems;
using Content.Server.Popups;
using Content.Server.Wires;
using Content.Shared.Defusable;
using Content.Shared.Wires;
using Robust.Server.GameObjects;
namespace Content.Server.Defusable.WireActions;
public sealed partial class BoltWireAction : ComponentWireAction<DefusableComponent>
{
public override Color Color { get; set; } = Color.Red;
public override string Name { get; set; } = "wire-name-bomb-bolt";
public override bool LightRequiresPower { get; set; } = false;
public override StatusLightState? GetLightState(Wire wire, DefusableComponent comp)
{
return comp.Bolted ? StatusLightState.On : StatusLightState.Off;
}
public override object StatusKey { get; } = DefusableWireStatus.BoltIndicator;
public override bool Cut(EntityUid user, Wire wire, DefusableComponent comp)
{
return EntityManager.System<DefusableSystem>().BoltWireCut(user, wire, comp);
}
public override bool Mend(EntityUid user, Wire wire, DefusableComponent comp)
{
return EntityManager.System<DefusableSystem>().BoltWireMend(user, wire, comp);
}
public override void Pulse(EntityUid user, Wire wire, DefusableComponent comp)
{
EntityManager.System<DefusableSystem>().BoltWirePulse(user, wire, comp);
}
}

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using Content.Server.Defusable.Components;
using Content.Server.Defusable.Systems;
using Content.Server.Doors.Systems;
using Content.Server.Wires;
using Content.Shared.Defusable;
using Content.Shared.Doors;
using Content.Shared.Doors.Components;
using Content.Shared.Wires;
namespace Content.Server.Defusable.WireActions;
public sealed partial class BoomWireAction : ComponentWireAction<DefusableComponent>
{
public override Color Color { get; set; } = Color.Red;
public override string Name { get; set; } = "wire-name-bomb-boom";
public override bool LightRequiresPower { get; set; } = false;
public override StatusLightState? GetLightState(Wire wire, DefusableComponent comp)
{
return comp.Activated ? StatusLightState.On : StatusLightState.Off;
}
public override object StatusKey { get; } = DefusableWireStatus.BoomIndicator;
public override bool Cut(EntityUid user, Wire wire, DefusableComponent comp)
{
return EntityManager.System<DefusableSystem>().BoomWireCut(user, wire, comp);
}
public override bool Mend(EntityUid user, Wire wire, DefusableComponent comp)
{
return EntityManager.System<DefusableSystem>().BoomWireMend(user, wire, comp);
}
public override void Pulse(EntityUid user, Wire wire, DefusableComponent comp)
{
EntityManager.System<DefusableSystem>().BoomWirePulse(user, wire, comp);
}
}

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using Content.Server.Defusable.Components;
using Content.Server.Defusable.Systems;
using Content.Server.Doors.Systems;
using Content.Server.Explosion.EntitySystems;
using Content.Server.Popups;
using Content.Server.Wires;
using Content.Shared.Administration.Logs;
using Content.Shared.Database;
using Content.Shared.Defusable;
using Content.Shared.Doors;
using Content.Shared.Doors.Components;
using Content.Shared.Wires;
using Robust.Server.GameObjects;
namespace Content.Server.Defusable.WireActions;
public sealed partial class DelayWireAction : ComponentWireAction<DefusableComponent>
{
public override Color Color { get; set; } = Color.Yellow;
public override string Name { get; set; } = "wire-name-bomb-delay";
public override bool LightRequiresPower { get; set; } = false;
public override StatusLightState? GetLightState(Wire wire, DefusableComponent comp)
{
return comp.DelayWireUsed ? StatusLightState.On : StatusLightState.Off;
}
public override object StatusKey { get; } = DefusableWireStatus.DelayIndicator;
public override bool Cut(EntityUid user, Wire wire, DefusableComponent comp)
{
return true;
}
public override bool Mend(EntityUid user, Wire wire, DefusableComponent comp)
{
return true;
}
public override void Pulse(EntityUid user, Wire wire, DefusableComponent comp)
{
EntityManager.System<DefusableSystem>().DelayWirePulse(user, wire, comp);
}
}

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using Content.Server.Defusable.Components;
using Content.Server.Defusable.Systems;
using Content.Server.Doors.Systems;
using Content.Server.Explosion.EntitySystems;
using Content.Server.Popups;
using Content.Server.Wires;
using Content.Shared.Defusable;
using Content.Shared.Doors;
using Content.Shared.Doors.Components;
using Content.Shared.Wires;
namespace Content.Server.Defusable.WireActions;
public sealed partial class ProceedWireAction : ComponentWireAction<DefusableComponent>
{
public override Color Color { get; set; } = Color.Blue;
public override string Name { get; set; } = "wire-name-bomb-proceed";
public override bool LightRequiresPower { get; set; } = false;
public override StatusLightState? GetLightState(Wire wire, DefusableComponent comp)
{
return comp.Activated ? StatusLightState.Off : StatusLightState.BlinkingFast;
}
public override object StatusKey { get; } = DefusableWireStatus.ProceedIndicator;
public override bool Cut(EntityUid user, Wire wire, DefusableComponent comp)
{
return EntityManager.System<DefusableSystem>().ProceedWireCut(user, wire, comp);
}
public override bool Mend(EntityUid user, Wire wire, DefusableComponent comp)
{
return true;
}
public override void Pulse(EntityUid user, Wire wire, DefusableComponent comp)
{
EntityManager.System<DefusableSystem>().ProceedWirePulse(user, wire, comp);
}
}