]> git.smokeofanarchy.ru Git - space-station-14.git/commit
Land mine armament (#33883)
authorkaiserbirch <150971100+kaiserbirch@users.noreply.github.com>
Fri, 25 Apr 2025 20:53:50 +0000 (22:53 +0200)
committerGitHub <noreply@github.com>
Fri, 25 Apr 2025 20:53:50 +0000 (16:53 -0400)
commit8812237108a194b0fdc9bacc1f28774d6e3a1f79
tree664b7121acdb892352c9b72f047acd15f41c7752
parentb2f1f7c5ad1731a86642e08bb0f3772e61b0c5ac
Land mine armament (#33883)

* Land Mine is now armable, it will not explode unless armed.

* Land Mine is now armable, it will not explode unless armed.

* Explicitly have Armed as false

* SharedLandMineSystem.cs adds the "Arm"-verb in "Content.Shared" with the Arming logic being implemented in "Content.Server"

* Land Mines now blink only when armed.

* Added prediction components, moved logic to SharedLandMineSystem.cs and inherit it in client content.

* Accessing the datafield directly instead of using methods

* Mines are now armed by default with a unarmed prototype

* Land mine now shows if it is armed when examined and in range.

* Landmine is unarmed by default with an armed variant for mapping purposes.

* Removed properties that were already defined by inheritance.

* Access the bool directly from the component

* Add booleans to change if the Arm-verb is showed and if examining the mine shows the status.

* Added status message for unarmed mine, removed using PushGroup since only one string is displayed.

* Added properties to the explosive floor sign to ensure that it is armed, not showing neither status nor arm-verb.

* The prototypes work now as before with added unarmed versions. Sprite is now only one toggable layer.

* Make the craftable land mine unarmed.

* Refactored the arming mechanic into own component and system.

* Reverted the explosive wet floor sign to previous prototype and added the Armable component and ItemToggle to the landmines.

* Moved the examination strings from land-mines.ftl to armable.ftl.

* Removed unused property.

* Formatting and fixing imports

* Added prefixes to the ftl naming. Moved LocId from system to component

* Added documentation. Moved check for armable to HandleStepTriggerAttempt.
Moved the LocId to component.

* Removed the TryArming method. Added documentation.

* Removed unnecessary TryComp

* Simplified the logic for the trigger attempt

* HasComp instead of TryComp on logic

* EmoGarbage Review

---------

Co-authored-by: Franz - Josef Björck <kaiserbirch@proton.me>
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
Content.Server/LandMines/LandMineComponent.cs [deleted file]
Content.Server/LandMines/LandMineSystem.cs
Content.Shared/Armable/ArmableComponent.cs [new file with mode: 0644]
Content.Shared/Armable/ArmableSystem.cs [new file with mode: 0644]
Content.Shared/Item/ItemToggle/Components/ItemToggleComponent.cs
Content.Shared/Item/ItemToggle/ItemToggleSystem.cs
Content.Shared/LandMines/LandMineComponent.cs [new file with mode: 0644]
Resources/Locale/en-US/armable/armable.ftl [new file with mode: 0644]
Resources/Locale/en-US/land-mines/land-mines.ftl
Resources/Prototypes/Entities/Objects/Misc/land_mine.yml
Resources/Prototypes/Recipes/Construction/Graphs/weapons/modular_mine.yml