Fix combat mode context menu (#19743)

This commit is contained in:
metalgearsloth
2023-09-03 06:16:34 +10:00
committed by GitHub
parent ddca83a026
commit c9d68023d9
5 changed files with 37 additions and 80 deletions

View File

@@ -1,4 +1,3 @@
using Content.Shared.Actions;
using Content.Shared.Actions.ActionTypes;
using Content.Shared.Targeting;
using Robust.Shared.Audio;
@@ -12,7 +11,7 @@ namespace Content.Shared.CombatMode
/// This is used to differentiate between regular item interactions or
/// using *everything* as a weapon.
/// </summary>
[RegisterComponent, NetworkedComponent]
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
[Access(typeof(SharedCombatModeSystem))]
public sealed partial class CombatModeComponent : Component
{
@@ -33,40 +32,16 @@ namespace Content.Shared.CombatMode
#endregion
private bool _isInCombatMode;
private TargetingZone _activeZone;
[DataField("combatToggleActionId", customTypeSerializer: typeof(PrototypeIdSerializer<InstantActionPrototype>))]
public string CombatToggleActionId = "CombatModeToggle";
[DataField("combatToggleAction")]
public InstantAction? CombatToggleAction;
[ViewVariables(VVAccess.ReadWrite)]
public bool IsInCombatMode
{
get => _isInCombatMode;
set
{
if (_isInCombatMode == value) return;
_isInCombatMode = value;
if (CombatToggleAction != null)
EntitySystem.Get<SharedActionsSystem>().SetToggled(CombatToggleAction, _isInCombatMode);
[ViewVariables(VVAccess.ReadWrite), DataField("isInCombatMode"), AutoNetworkedField]
public bool IsInCombatMode;
Dirty();
}
}
[ViewVariables(VVAccess.ReadWrite)]
public TargetingZone ActiveZone
{
get => _activeZone;
set
{
if (_activeZone == value) return;
_activeZone = value;
Dirty();
}
}
[ViewVariables(VVAccess.ReadWrite), DataField("activeZone"), AutoNetworkedField]
public TargetingZone ActiveZone;
}
}

View File

@@ -11,11 +11,11 @@ namespace Content.Shared.CombatMode;
public abstract class SharedCombatModeSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _protoMan = default!;
[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly INetManager _netMan = default!;
[Dependency] protected readonly IGameTiming Timing = default!;
[Dependency] private readonly INetManager _netMan = default!;
[Dependency] private readonly IPrototypeManager _protoMan = default!;
[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
public override void Initialize()
{
@@ -55,7 +55,7 @@ public abstract class SharedCombatModeSystem : EntitySystem
// TODO better handling of predicted pop-ups.
// This probably breaks if the client has prediction disabled.
if (!_netMan.IsClient || !_timing.IsFirstTimePredicted)
if (!_netMan.IsClient || !Timing.IsFirstTimePredicted)
return;
var msg = component.IsInCombatMode ? "action-popup-combat-enabled" : "action-popup-combat-disabled";
@@ -75,13 +75,19 @@ public abstract class SharedCombatModeSystem : EntitySystem
return entity != null && Resolve(entity.Value, ref component, false) && component.IsInCombatMode;
}
public virtual void SetInCombatMode(EntityUid entity, bool inCombatMode,
CombatModeComponent? component = null)
public virtual void SetInCombatMode(EntityUid entity, bool value, CombatModeComponent? component = null)
{
if (!Resolve(entity, ref component))
return;
component.IsInCombatMode = inCombatMode;
if (component.IsInCombatMode == value)
return;
component.IsInCombatMode = value;
Dirty(entity, component);
if (component.CombatToggleAction != null)
_actionsSystem.SetToggled(component.CombatToggleAction, component.IsInCombatMode);
}
public virtual void SetActiveZone(EntityUid entity, TargetingZone zone,
@@ -92,19 +98,6 @@ public abstract class SharedCombatModeSystem : EntitySystem
component.ActiveZone = zone;
}
[Serializable, NetSerializable]
protected sealed class CombatModeComponentState : ComponentState
{
public bool IsInCombatMode { get; }
public TargetingZone TargetingZone { get; }
public CombatModeComponentState(bool isInCombatMode, TargetingZone targetingZone)
{
IsInCombatMode = isInCombatMode;
TargetingZone = targetingZone;
}
}
}
public sealed partial class ToggleCombatActionEvent : InstantActionEvent { }