Remove combat mode component reference (#15206)

This commit is contained in:
DrSmugleaf
2023-04-08 13:16:48 -07:00
committed by GitHub
parent b4164e62b1
commit 34bcd042d1
29 changed files with 126 additions and 159 deletions

View File

@@ -1,17 +1,20 @@
using Content.Shared.Actions;
using Content.Shared.Actions.ActionTypes;
using Content.Shared.Targeting;
using Content.Shared.Verbs;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Utility;
namespace Content.Shared.CombatMode
{
[NetworkedComponent()]
public abstract class SharedCombatModeComponent : Component
/// <summary>
/// Stores whether an entity is in "combat mode"
/// This is used to differentiate between regular item interactions or
/// using *everything* as a weapon.
/// </summary>
[RegisterComponent, NetworkedComponent]
[Access(typeof(SharedCombatModeSystem))]
public sealed class CombatModeComponent : Component
{
#region Disarm
@@ -40,7 +43,7 @@ namespace Content.Shared.CombatMode
public InstantAction? CombatToggleAction;
[ViewVariables(VVAccess.ReadWrite)]
public virtual bool IsInCombatMode
public bool IsInCombatMode
{
get => _isInCombatMode;
set
@@ -55,7 +58,7 @@ namespace Content.Shared.CombatMode
}
[ViewVariables(VVAccess.ReadWrite)]
public virtual TargetingZone ActiveZone
public TargetingZone ActiveZone
{
get => _activeZone;
set

View File

@@ -6,6 +6,7 @@ namespace Content.Shared.CombatMode.Pacification
public sealed class PacificationSystem : EntitySystem
{
[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
[Dependency] private readonly SharedCombatModeSystem _combatSystem = default!;
public override void Initialize()
{
@@ -22,13 +23,13 @@ namespace Content.Shared.CombatMode.Pacification
private void OnStartup(EntityUid uid, PacifiedComponent component, ComponentStartup args)
{
if (!TryComp<SharedCombatModeComponent>(uid, out var combatMode))
if (!TryComp<CombatModeComponent>(uid, out var combatMode))
return;
if (combatMode.CanDisarm != null)
combatMode.CanDisarm = false;
_combatSystem.SetCanDisarm(uid, false, combatMode);
combatMode.IsInCombatMode = false;
_combatSystem.SetInCombatMode(uid, false, combatMode);
if (combatMode.CombatToggleAction != null)
{
@@ -38,11 +39,11 @@ namespace Content.Shared.CombatMode.Pacification
private void OnShutdown(EntityUid uid, PacifiedComponent component, ComponentShutdown args)
{
if (!TryComp<SharedCombatModeComponent>(uid, out var combatMode))
if (!TryComp<CombatModeComponent>(uid, out var combatMode))
return;
if (combatMode.CanDisarm != null)
combatMode.CanDisarm = true;
_combatSystem.SetCanDisarm(uid, true, combatMode);
if (combatMode.CombatToggleAction != null)
_actionsSystem.SetEnabled(combatMode.CombatToggleAction, true);

View File

@@ -15,12 +15,12 @@ namespace Content.Shared.CombatMode
{
base.Initialize();
SubscribeLocalEvent<SharedCombatModeComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<SharedCombatModeComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<SharedCombatModeComponent, ToggleCombatActionEvent>(OnActionPerform);
SubscribeLocalEvent<CombatModeComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<CombatModeComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<CombatModeComponent, ToggleCombatActionEvent>(OnActionPerform);
}
private void OnStartup(EntityUid uid, SharedCombatModeComponent component, ComponentStartup args)
private void OnStartup(EntityUid uid, CombatModeComponent component, ComponentStartup args)
{
if (component.CombatToggleAction == null
&& _protoMan.TryIndex(component.CombatToggleActionId, out InstantActionPrototype? toggleProto))
@@ -32,26 +32,52 @@ namespace Content.Shared.CombatMode
_actionsSystem.AddAction(uid, component.CombatToggleAction, null);
}
private void OnShutdown(EntityUid uid, SharedCombatModeComponent component, ComponentShutdown args)
private void OnShutdown(EntityUid uid, CombatModeComponent component, ComponentShutdown args)
{
if (component.CombatToggleAction != null)
_actionsSystem.RemoveAction(uid, component.CombatToggleAction);
}
public bool IsInCombatMode(EntityUid? entity, SharedCombatModeComponent? component = null)
{
return entity != null && Resolve(entity.Value, ref component, false) && component.IsInCombatMode;
}
private void OnActionPerform(EntityUid uid, SharedCombatModeComponent component, ToggleCombatActionEvent args)
private void OnActionPerform(EntityUid uid, CombatModeComponent component, ToggleCombatActionEvent args)
{
if (args.Handled)
return;
component.IsInCombatMode = !component.IsInCombatMode;
SetInCombatMode(uid, !component.IsInCombatMode, component);
args.Handled = true;
}
public void SetCanDisarm(EntityUid entity, bool canDisarm, CombatModeComponent? component = null)
{
if (!Resolve(entity, ref component))
return;
component.CanDisarm = canDisarm;
}
public bool IsInCombatMode(EntityUid? entity, CombatModeComponent? component = null)
{
return entity != null && Resolve(entity.Value, ref component, false) && component.IsInCombatMode;
}
public virtual void SetInCombatMode(EntityUid entity, bool inCombatMode,
CombatModeComponent? component = null)
{
if (!Resolve(entity, ref component))
return;
component.IsInCombatMode = inCombatMode;
}
public virtual void SetActiveZone(EntityUid entity, TargetingZone zone,
CombatModeComponent? component = null)
{
if (!Resolve(entity, ref component))
return;
component.ActiveZone = zone;
}
[Serializable, NetSerializable]
protected sealed class CombatModeComponentState : ComponentState
{