Use conditions to store progress for Ninja objectives (#20254)
* TryGetObjectiveComp * helper function to get objective * store N of jacked doors in condition * store called in threat bool in condition * store techs in steal research condition * fix access * remove unused transform system * use popup from shared system * fix formatting * condition => obj everywhere * i fogror to remove downloaded nodes from role * change signature * use query * View Variables * spider charge detonated => condition
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@@ -11,8 +11,8 @@ namespace Content.Shared.Ninja.Systems;
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/// </summary>
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public abstract class SharedSpaceNinjaSystem : EntitySystem
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{
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[Dependency] protected readonly SharedNinjaSuitSystem _suit = default!;
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[Dependency] protected readonly SharedPopupSystem _popup = default!;
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[Dependency] protected readonly SharedNinjaSuitSystem Suit = default!;
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[Dependency] protected readonly SharedPopupSystem Popup = default!;
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public override void Initialize()
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{
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@@ -74,7 +74,7 @@ public abstract class SharedSpaceNinjaSystem : EntitySystem
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{
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if (comp.Suit != null && TryComp<StealthClothingComponent>(comp.Suit, out var stealthClothing) && stealthClothing.Enabled)
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{
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_suit.RevealNinja(comp.Suit.Value, uid, null, stealthClothing);
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Suit.RevealNinja(comp.Suit.Value, uid, null, stealthClothing);
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}
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}
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@@ -83,7 +83,7 @@ public abstract class SharedSpaceNinjaSystem : EntitySystem
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/// </summary>
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private void OnShotAttempted(EntityUid uid, SpaceNinjaComponent comp, ref ShotAttemptedEvent args)
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{
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_popup.PopupClient(Loc.GetString("gun-disabled"), uid, uid);
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Popup.PopupClient(Loc.GetString("gun-disabled"), uid, uid);
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args.Cancel();
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}
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}
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