ItemToggle system expansion (#22369)

* Fixed EnergySword and variants having incorrect sound on attacking when in their Off state.

* Removed the unused ItemToggle from the serverside and created a new shared ItemToggleComponent and System, now used for the e-blade family of items. Also added e-blade hum and swing sounds. Thanks Sloth for the initial code!

* Changing Stunbaton system to include the itemToggle system.

* Adapted changes that have come up in the meantime.

* Changed damagespecifier to be serializable and autoNetworked in melee weapon components. Fixes a bug that makes it so client-side, damage values are not updated on toggle.

* Made the ItemToggleSystem have both a shared and a server component. Ported the Stun Baton and Stun Prod to the new toggleable system. Added a failure to activate noise component.

* Ported the welders to the new item toggle system. Set it so deactivated damage and item size default to the item's regular options.

* Removed unnecessary usings.

* Small modification to the stun prod.

* Made the integration test use the new method to turn the welders on.

* Fixed a few testing issues, applied a few changes requested by Delta.

* Updated Stunbaton code for consistentcy when it comes to calling the itemToggle component.

* Removed a redundant return; as per Delta.
Made examining the stun baton for charge rely on the battery component instead.

* Removed the welder visualizer system, now using the generic one. Removed some unused usings. Removed the welder visuals and layers.
Ported lighters to the new system.
Added zippi (sic) lighters.

* Renamed variables used to make them less generic.

* Simplified the light update code.

* Fixed the unit test to use the itemToggle system for welders now.

* Made the name shorter. I can't tell if the welding damage when interacted with actually does anything though. I can't figure out how to trigger it.

* Fixed some YML issues.

* Added a client side item toggle system just to make the shared code run on local UID's too.

* Fixed some more Yaml.

* Made the Zippi lighter have its own parent item, so it doesnt' conflict with the random pattern on the regular lighter.

* Made the zippi lighter its own in-hand sprites.

* Added a summary for the activated property in itemtoggle component.

* Fixed a typo in the itemToggle Component.

* Fixed a typo.

* Added to the remarks for the ItemToggleComponent.

* Fixed up the lighter yaml to make it use a generic term instead of a toggle layer enum for the random skin.

* Fixed a bug I introduced accidentally with the humming sound.

* Removed 2 unnecessary events from the ItemToggleSystem and component.

* Fixed a bug by only making the server run the item activation code, since the client cannot predict whether or not the activation will be cancelled.

* Cleaned up some names and functions getting called.

* Renamed a couple of variables and removed the explicit datafields from the component. Removed "activated: false" from yml since they're already deactivated by default.

* Added an IsActivated function, used it in the welder and stun baton systems code.
Refactored welder code to remove the WelderToggle event, now using the ItemToggleActivatedEvent instead for eye protection check.

* Fixed a typo. Added some comments.

* Split the ItemToggle into smaller components.
Changed the items that used the toggle system to work with the smaller components.
Made the mirror shield reflect energy shots with a 95% chance.

* Fixed the namespaces for the server components and whatnot.

* Fixed a doubled deactivation sound from using activated wieldable items (like the double Esword).
Fixed wrong yml with the e-dagger.
Fixed the disarm malus code.

* Added the zippo lighter to the detective's trench coat.

* Removed the default hit sound for the double e-sword since it was unnecessary.

* Changed e-sword damage numbers to be in line with the changes made by Emisse.

* Made no damage sounds be autoNetworked, so it changes can be changed on activation/deactivation of items.
Made Welders and Eswords sound like themselves but quieter if they hit for 0 damage, instead of taps.
You can choose what sound to play when a weapon does 0 damage when activated now.
Fixed a bug with swing sounds.

* Typo.

* Fixed a bug where the welder would blind you if you used it while it was off.

* Created a single abstract method called when an item has completed its toggle.

* Update Content.Server/Eye/Blinding/EyeProtection/EyeProtectionSystem.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Fixed a comment.

* Made most component variables readOnly for ItemToggle. There is no need to be able to change them from within the variable viewer.

* Removed trailing white spaces.

* Made the Use a field instead of a property in the itemToggleActivation/Deactivation attempt events.

* Small fixes.

* Removed ForceToggle, just use the toggle method instead.

* Fixed a bug with item sharpness staying even after getting deactivated, if the item gained sharpness that way (esword).

* Used ProtoId in the welder component.

* Made damage NetSerializable as well.

* Added networking and data fields to a couple of components.

* Made component variables autonetworked. Added some comments.

* Moved the events that modify item components on toggle to events, handled (where possible) in the systems linked to said components.

* Made all the component variables readWrite again.

* Added the component get to the WelderStatus.

* Added a predictable bool to the item toggle component.

* Replaced the Activated/Deactivated events with ToggleDone, with an Activated argument. Used that to simplify some systems.

* Added a reflect update raise event.

* Removed the Zippo changes. To add in a later PR.

* Removed the zippo from meta.json too.

* Small fix.

* Another small fix.

* Fixed the wieldable system thing in ItemToggle.

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
Darkie
2023-12-24 08:11:05 +02:00
committed by GitHub
parent 1de682e23f
commit a3fbab84e6
47 changed files with 1188 additions and 810 deletions

View File

@@ -1,44 +1,14 @@
using Content.Shared.Damage;
using Robust.Shared.Audio;
namespace Content.Server.Weapons.Melee.EnergySword;
[RegisterComponent]
internal sealed partial class EnergySwordComponent : Component
{
public Color BladeColor = Color.DodgerBlue;
public bool Hacked = false;
public bool Activated = false;
[DataField("isSharp")]
public bool IsSharp = true;
[ViewVariables(VVAccess.ReadWrite), DataField("activatedColor"), AutoNetworkedField]
public Color ActivatedColor = Color.DodgerBlue;
/// <summary>
/// Does this become hidden when deactivated
/// A color option list for the random color picker.
/// </summary>
[DataField("secret")]
public bool Secret { get; set; } = false;
/// <summary>
/// RGB cycle rate for hacked e-swords.
/// </summary>
[DataField("cycleRate")]
public float CycleRate = 1f;
[DataField("activateSound")]
public SoundSpecifier ActivateSound { get; set; } = new SoundPathSpecifier("/Audio/Weapons/ebladeon.ogg");
[DataField("deActivateSound")]
public SoundSpecifier DeActivateSound { get; set; } = new SoundPathSpecifier("/Audio/Weapons/ebladeoff.ogg");
[DataField("onHitOn")]
public SoundSpecifier OnHitOn { get; set; } = new SoundPathSpecifier("/Audio/Weapons/eblade1.ogg");
[DataField("onHitOff")]
public SoundSpecifier OnHitOff { get; set; } = new SoundPathSpecifier("/Audio/Weapons/genhit1.ogg");
[DataField("colorOptions")]
public List<Color> ColorOptions = new()
{
@@ -49,15 +19,10 @@ internal sealed partial class EnergySwordComponent : Component
Color.MediumOrchid
};
[DataField("litDamageBonus")]
public DamageSpecifier LitDamageBonus = new();
[DataField("litDisarmMalus")]
public float LitDisarmMalus = 0.6f;
public bool Hacked = false;
/// <summary>
/// RGB cycle rate for hacked e-swords.
/// </summary>
[DataField("cycleRate")]
public float CycleRate = 1f;
}
[ByRefEvent]
public readonly record struct EnergySwordActivatedEvent();
[ByRefEvent]
public readonly record struct EnergySwordDeactivatedEvent();

View File

@@ -1,164 +1,38 @@
using Content.Server.CombatMode.Disarm;
using Content.Server.Kitchen.Components;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Events;
using Content.Shared.Item;
using Content.Shared.Light;
using Content.Shared.Light.Components;
using Content.Shared.Temperature;
using Content.Shared.Toggleable;
using Content.Shared.Tools.Components;
using Content.Shared.Weapons.Melee;
using Content.Shared.Weapons.Melee.Events;
using Content.Shared.Wieldable;
using Content.Shared.Wieldable.Components;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Player;
using Content.Shared.Item;
using Robust.Shared.Random;
namespace Content.Server.Weapons.Melee.EnergySword;
public sealed class EnergySwordSystem : EntitySystem
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly SharedRgbLightControllerSystem _rgbSystem = default!;
[Dependency] private readonly SharedItemSystem _item = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly IRobustRandom _random = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<EnergySwordComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<EnergySwordComponent, GetMeleeDamageEvent>(OnGetMeleeDamage);
SubscribeLocalEvent<EnergySwordComponent, UseInHandEvent>(OnUseInHand);
SubscribeLocalEvent<EnergySwordComponent, InteractUsingEvent>(OnInteractUsing);
SubscribeLocalEvent<EnergySwordComponent, IsHotEvent>(OnIsHotEvent);
SubscribeLocalEvent<EnergySwordComponent, EnergySwordDeactivatedEvent>(TurnOff);
SubscribeLocalEvent<EnergySwordComponent, EnergySwordActivatedEvent>(TurnOn);
SubscribeLocalEvent<EnergySwordComponent, ItemUnwieldedEvent>(TurnOffonUnwielded);
SubscribeLocalEvent<EnergySwordComponent, ItemWieldedEvent>(TurnOnonWielded);
}
// Used to pick a random color for the blade on map init.
private void OnMapInit(EntityUid uid, EnergySwordComponent comp, MapInitEvent args)
{
if (comp.ColorOptions.Count != 0)
comp.BladeColor = _random.Pick(comp.ColorOptions);
}
comp.ActivatedColor = _random.Pick(comp.ColorOptions);
private void OnGetMeleeDamage(EntityUid uid, EnergySwordComponent comp, ref GetMeleeDamageEvent args)
{
if (!comp.Activated)
return;
// Adjusts base damage when the energy blade is active, by values set in yaml
args.Damage += comp.LitDamageBonus;
}
private void OnUseInHand(EntityUid uid, EnergySwordComponent comp, UseInHandEvent args)
{
if (args.Handled)
return;
args.Handled = true;
if (TryComp<WieldableComponent>(uid, out var wieldableComp))
return;
if (comp.Activated)
{
var ev = new EnergySwordDeactivatedEvent();
RaiseLocalEvent(uid, ref ev);
}
else
{
var ev = new EnergySwordActivatedEvent();
RaiseLocalEvent(uid, ref ev);
}
UpdateAppearance(uid, comp);
}
private void TurnOffonUnwielded(EntityUid uid, EnergySwordComponent comp, ItemUnwieldedEvent args)
{
var ev = new EnergySwordDeactivatedEvent();
RaiseLocalEvent(uid, ref ev);
UpdateAppearance(uid, comp);
}
private void TurnOnonWielded(EntityUid uid, EnergySwordComponent comp, ref ItemWieldedEvent args)
{
var ev = new EnergySwordActivatedEvent();
RaiseLocalEvent(uid, ref ev);
UpdateAppearance(uid, comp);
}
private void TurnOff(EntityUid uid, EnergySwordComponent comp, ref EnergySwordDeactivatedEvent args)
{
if (TryComp(uid, out ItemComponent? item))
{
_item.SetSize(uid, "Small", item);
}
if (TryComp<DisarmMalusComponent>(uid, out var malus))
{
malus.Malus -= comp.LitDisarmMalus;
}
if (TryComp<MeleeWeaponComponent>(uid, out var weaponComp))
{
weaponComp.HitSound = comp.OnHitOff;
if (comp.Secret)
weaponComp.Hidden = true;
}
if (comp.IsSharp)
RemComp<SharpComponent>(uid);
_audio.PlayEntity(comp.DeActivateSound, Filter.Pvs(uid, entityManager: EntityManager), uid, true, comp.DeActivateSound.Params);
comp.Activated = false;
}
private void TurnOn(EntityUid uid, EnergySwordComponent comp, ref EnergySwordActivatedEvent args)
{
if (TryComp(uid, out ItemComponent? item))
{
_item.SetSize(uid, "Huge", item);
}
if (comp.IsSharp)
EnsureComp<SharpComponent>(uid);
if (TryComp<MeleeWeaponComponent>(uid, out var weaponComp))
{
weaponComp.HitSound = comp.OnHitOn;
if (comp.Secret)
weaponComp.Hidden = false;
}
if (TryComp<DisarmMalusComponent>(uid, out var malus))
{
malus.Malus += comp.LitDisarmMalus;
}
_audio.PlayEntity(comp.ActivateSound, Filter.Pvs(uid, entityManager: EntityManager), uid, true, comp.ActivateSound.Params);
comp.Activated = true;
}
private void UpdateAppearance(EntityUid uid, EnergySwordComponent component)
{
if (!TryComp(uid, out AppearanceComponent? appearanceComponent))
return;
_appearance.SetData(uid, ToggleableLightVisuals.Enabled, component.Activated, appearanceComponent);
_appearance.SetData(uid, ToggleableLightVisuals.Color, component.BladeColor, appearanceComponent);
_appearance.SetData(uid, ToggleableLightVisuals.Color, comp.ActivatedColor, appearanceComponent);
}
// Used to make the make the blade multicolored when using a multitool on it.
private void OnInteractUsing(EntityUid uid, EnergySwordComponent comp, InteractUsingEvent args)
{
if (args.Handled)
@@ -178,9 +52,4 @@ public sealed class EnergySwordSystem : EntitySystem
else
RemComp<RgbLightControllerComponent>(uid);
}
private void OnIsHotEvent(EntityUid uid, EnergySwordComponent energySword, IsHotEvent args)
{
args.IsHot = energySword.Activated;
}
}

View File

@@ -1,5 +1,4 @@
using Content.Server.Weapons.Melee.EnergySword;
using Content.Server.Weapons.Melee.ItemToggle;
using Content.Shared.Item;
using Content.Shared.Weapons.Reflect;
namespace Content.Server.Weapons.Reflect;
@@ -10,33 +9,12 @@ public sealed class ReflectSystem : SharedReflectSystem
{
base.Initialize();
SubscribeLocalEvent<ReflectComponent, EnergySwordActivatedEvent>(EnableReflect);
SubscribeLocalEvent<ReflectComponent, EnergySwordDeactivatedEvent>(DisableReflect);
SubscribeLocalEvent<ReflectComponent, ItemToggleActivatedEvent>(ShieldEnableReflect);
SubscribeLocalEvent<ReflectComponent, ItemToggleDeactivatedEvent>(ShieldDisableReflect);
SubscribeLocalEvent<ReflectComponent, ItemToggleReflectUpdateEvent>(ToggleReflect);
}
private void EnableReflect(EntityUid uid, ReflectComponent comp, ref EnergySwordActivatedEvent args)
private void ToggleReflect(EntityUid uid, ReflectComponent comp, ref ItemToggleReflectUpdateEvent args)
{
comp.Enabled = true;
Dirty(comp);
}
private void DisableReflect(EntityUid uid, ReflectComponent comp, ref EnergySwordDeactivatedEvent args)
{
comp.Enabled = false;
Dirty(comp);
}
private void ShieldEnableReflect(EntityUid uid, ReflectComponent comp, ref ItemToggleActivatedEvent args)
{
comp.Enabled = true;
Dirty(comp);
}
private void ShieldDisableReflect(EntityUid uid, ReflectComponent comp, ref ItemToggleDeactivatedEvent args)
{
comp.Enabled = false;
Dirty(comp);
comp.Enabled = args.Activated;
Dirty(uid, comp);
}
}