* Fake Mindshield (With some bad sprites) - Add FakeMindshield System and Component - Add FakeMindsheildImplantSystem and Component - modify ShowMindShieldIconsSystem to check for FakeMindshields - add all supporting yaml for the Implants, action and uplink - add loc file stuff - add unfinished sprites * Cleanup, add to thief toolbox, remove metagame - Move Implant sameness check to AFTER the implant DoAfter to prevent instant identification of Deception Implants - cleanup the systems and components - add the fake mindshield to the Thief toolbox * part 1 of fixing the folder problem * Make the fakemindshield sprite folder lowercase * CR - Move ImplantCheck into shared, cleanup - Moved ImplantCheck and eventsubscription into Shared - Remove Client/Server extensions of FakeMindshieldImplantSystem and FakeMindShieldSystem and make shared Sealed - make OnToggleMindshield Private, use the event! * CR - Cleanup extra lines, fix some Prototype - cleaned up extra liens in ImplanterSystem and SharedFakeMindshieldSystem from when i was developing - Uplink catalog no longer lists the implant in 2 spots, only implants now, also uses the On state action icon - added a comment about why it's reraising the action event rather than directly interacting with the FakeMindshield Component * Fake Mindshield CR: - Added a comment about IsEnabled - moved OnFakeMindShieldToggle to Entity<> from Uid, Comp - fixed some formatting in uplink_catalog * CR - Add a bit more comment
36 lines
1.6 KiB
C#
36 lines
1.6 KiB
C#
using Content.Shared.Actions;
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using Content.Shared.Implants;
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using Content.Shared.Implants.Components;
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using Content.Shared.Mindshield.Components;
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namespace Content.Shared.Mindshield.FakeMindShield;
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public sealed class SharedFakeMindShieldImplantSystem : EntitySystem
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{
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[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SubdermalImplantComponent, FakeMindShieldToggleEvent>(OnFakeMindShieldToggle);
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SubscribeLocalEvent<FakeMindShieldImplantComponent, ImplantImplantedEvent>(ImplantCheck);
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}
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/// <summary>
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/// Raise the Action of a Implanted user toggling their implant to the FakeMindshieldComponent on their entity
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/// </summary>
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private void OnFakeMindShieldToggle(Entity<SubdermalImplantComponent> entity, ref FakeMindShieldToggleEvent ev)
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{
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ev.Handled = true;
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if (entity.Comp.ImplantedEntity is not { } ent)
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return;
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if (!TryComp<FakeMindShieldComponent>(ent, out var comp))
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return;
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_actionsSystem.SetToggled(ev.Action, !comp.IsEnabled); // Set it to what the Mindshield component WILL be after this
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RaiseLocalEvent(ent, ev); //this reraises the action event to support an eventual future Changeling Antag which will also be using this component for it's "mindshield" ability
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}
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private void ImplantCheck(EntityUid uid, FakeMindShieldImplantComponent component ,ref ImplantImplantedEvent ev)
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{
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if (ev.Implanted != null)
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EnsureComp<FakeMindShieldComponent>(ev.Implanted.Value);
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}
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}
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