fish-station/Content.Shared/Mindshield/FakeMindShield/SharedFakeMindShieldImplantSystem.cs
Zachary Higgs c5045883ac
Fake mindshield componentry and Implanter (#34079)
* 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
2025-01-27 18:37:46 -08:00

36 lines
1.6 KiB
C#

using Content.Shared.Actions;
using Content.Shared.Implants;
using Content.Shared.Implants.Components;
using Content.Shared.Mindshield.Components;
namespace Content.Shared.Mindshield.FakeMindShield;
public sealed class SharedFakeMindShieldImplantSystem : EntitySystem
{
[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SubdermalImplantComponent, FakeMindShieldToggleEvent>(OnFakeMindShieldToggle);
SubscribeLocalEvent<FakeMindShieldImplantComponent, ImplantImplantedEvent>(ImplantCheck);
}
/// <summary>
/// Raise the Action of a Implanted user toggling their implant to the FakeMindshieldComponent on their entity
/// </summary>
private void OnFakeMindShieldToggle(Entity<SubdermalImplantComponent> entity, ref FakeMindShieldToggleEvent ev)
{
ev.Handled = true;
if (entity.Comp.ImplantedEntity is not { } ent)
return;
if (!TryComp<FakeMindShieldComponent>(ent, out var comp))
return;
_actionsSystem.SetToggled(ev.Action, !comp.IsEnabled); // Set it to what the Mindshield component WILL be after this
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
}
private void ImplantCheck(EntityUid uid, FakeMindShieldImplantComponent component ,ref ImplantImplantedEvent ev)
{
if (ev.Implanted != null)
EnsureComp<FakeMindShieldComponent>(ev.Implanted.Value);
}
}