* 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>
+++ /dev/null
-using Robust.Shared.Audio;
-
-namespace Content.Server.LandMines;
-
-[RegisterComponent]
-public sealed partial class LandMineComponent : Component
-{
- /// <summary>
- /// Trigger sound effect when stepping onto landmine
- /// </summary>
- [DataField, ViewVariables(VVAccess.ReadWrite)]
- public SoundSpecifier? Sound;
-}
using Content.Server.Explosion.EntitySystems;
+using Content.Shared.Armable;
+using Content.Shared.Item.ItemToggle.Components;
+using Content.Shared.LandMines;
using Content.Shared.Popups;
using Content.Shared.StepTrigger.Systems;
-using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
namespace Content.Server.LandMines;
public override void Initialize()
{
+ base.Initialize();
+
SubscribeLocalEvent<LandMineComponent, StepTriggeredOnEvent>(HandleStepOnTriggered);
SubscribeLocalEvent<LandMineComponent, StepTriggeredOffEvent>(HandleStepOffTriggered);
-
SubscribeLocalEvent<LandMineComponent, StepTriggerAttemptEvent>(HandleStepTriggerAttempt);
}
+ /// <summary>
+ /// Warns the player when stepped on.
+ /// </summary>
private void HandleStepOnTriggered(EntityUid uid, LandMineComponent component, ref StepTriggeredOnEvent args)
{
- _popupSystem.PopupCoordinates(
- Loc.GetString("land-mine-triggered", ("mine", uid)),
- Transform(uid).Coordinates,
- args.Tripper,
- PopupType.LargeCaution);
-
- _audioSystem.PlayPvs(component.Sound, uid);
+ if (!string.IsNullOrEmpty(component.TriggerText))
+ {
+ _popupSystem.PopupCoordinates(
+ Loc.GetString(component.TriggerText, ("mine", uid)),
+ Transform(uid).Coordinates,
+ args.Tripper,
+ PopupType.LargeCaution);
+ }
+ _audioSystem.PlayPvs(component.Sound, uid);
}
+ /// <summary>
+ /// Sends a trigger when stepped off.
+ /// </summary>
private void HandleStepOffTriggered(EntityUid uid, LandMineComponent component, ref StepTriggeredOffEvent args)
{
_trigger.Trigger(uid, args.Tripper);
}
- private static void HandleStepTriggerAttempt(EntityUid uid, LandMineComponent component, ref StepTriggerAttemptEvent args)
+ /// <summary>
+ /// Presumes that the landmine isn't armable and should be treated as always armed.
+ /// If Armable and ItemToggle is present the event will continue only if the mine is activated.
+ /// </summary>
+ private void HandleStepTriggerAttempt(EntityUid uid, LandMineComponent component, ref StepTriggerAttemptEvent args)
{
args.Continue = true;
+
+ if (HasComp<ArmableComponent>(uid) && TryComp<ItemToggleComponent>(uid, out var itemToggle))
+ args.Continue = itemToggle.Activated;
}
}
--- /dev/null
+using Robust.Shared.GameStates;
+
+namespace Content.Shared.Armable;
+
+/// <summary>
+/// Makes an item armable, needs ItemToggleComponent to work.
+/// </summary>
+[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
+[Access(typeof(ArmableSystem))]
+public sealed partial class ArmableComponent : Component
+{
+ /// <summary>
+ /// Does it show its status on examination?
+ /// </summary>
+ [DataField, AutoNetworkedField]
+ public bool ShowStatusOnExamination = true;
+
+ /// <summary>
+ /// Does it change appearance when activated?
+ /// </summary>
+ [DataField, AutoNetworkedField]
+ public bool ChangeAppearance = true;
+
+ /// <summary>
+ /// Text to show on examination when the entity is armed.
+ /// </summary>
+ [DataField]
+ public LocId? ExamineTextArmed = "armable-examine-armed";
+
+ /// <summary>
+ /// Text to show on examination when the entity is not armed
+ /// </summary>
+ [DataField]
+ public LocId? ExamineTextNotArmed ="armable-examine-not-armed";
+}
--- /dev/null
+using Content.Shared.Examine;
+using Content.Shared.Item.ItemToggle;
+using Content.Shared.Item.ItemToggle.Components;
+
+namespace Content.Shared.Armable;
+
+/// <summary>
+/// When used together with ItemToggle this will make the ItemToggle one way which is then used to represent an armed
+/// state. If ItemComponent.Activated is true then the item is considered to be armed and should be able to be
+/// triggered.
+/// </summary>
+public sealed class ArmableSystem : EntitySystem
+{
+ [Dependency] private readonly ItemToggleSystem _itemToggle = default!;
+
+ public override void Initialize()
+ {
+ base.Initialize();
+
+ SubscribeLocalEvent<ArmableComponent, ExaminedEvent>(OnExamine);
+ SubscribeLocalEvent<ArmableComponent, ItemToggledEvent>(ArmingDone);
+ }
+
+ /// <summary>
+ /// Shows the status of the armable entity on examination.
+ /// </summary>
+ private void OnExamine(EntityUid uid, ArmableComponent comp, ExaminedEvent args)
+ {
+ if (!args.IsInDetailsRange || !comp.ShowStatusOnExamination || !TryComp<ItemToggleComponent>(uid, out var itemToggle))
+ return;
+
+ if (itemToggle.Activated)
+ {
+ if (!string.IsNullOrEmpty(comp.ExamineTextArmed))
+ args.PushMarkup(Loc.GetString(comp.ExamineTextArmed, ("name", uid)));
+ }
+ else
+ {
+ if (!string.IsNullOrEmpty(comp.ExamineTextNotArmed))
+ args.PushMarkup(Loc.GetString(comp.ExamineTextNotArmed,("name", uid)));
+ }
+ }
+
+ /// <summary>
+ /// Changes the appearance and disables the ItemToggleComponent as to not show the deactivate verb.
+ /// Whatever is armed should probably not be trivially disarmed.
+ /// </summary>
+ private void ArmingDone(Entity<ArmableComponent> entity, ref ItemToggledEvent args)
+ {
+ if (!args.Activated)
+ return;
+ _itemToggle.SetOnActivate(entity.Owner, false);
+ }
+}
/// <summary>
/// Can the entity be activated in the world.
/// </summary>
- [DataField]
+ [DataField, AutoNetworkedField]
public bool OnActivate = true;
/// <summary>
RaiseLocalEvent(uid, ref toggleUsed);
}
+ /// <summary>
+ /// Sets if this toggleable item can be activated in world by pressing "e"
+ /// </summary>
+ public void SetOnActivate(Entity<ItemToggleComponent?> ent, bool val)
+ {
+ if (!Resolve(ent, ref ent.Comp))
+ return;
+
+ if (ent.Comp.OnActivate == val)
+ return;
+
+ ent.Comp.OnActivate = val;
+ Dirty(ent);
+ }
+
private void UpdateVisuals(Entity<ItemToggleComponent> ent)
{
if (TryComp(ent, out AppearanceComponent? appearance))
--- /dev/null
+using Robust.Shared.Audio;
+
+namespace Content.Shared.LandMines;
+
+/// <summary>
+/// Give a warning if stepped on and will execute a trigger on step off. When used together with ArmableComponent and
+/// ItemToggleComponent it will only trigger if "ItemToggle.Activated" is true.
+/// </summary>
+[RegisterComponent]
+public sealed partial class LandMineComponent : Component
+{
+ /// <summary>
+ /// The text that popups when the landmine is stepped on.
+ /// </summary>
+ [DataField]
+ public LocId? TriggerText = "land-mine-triggered";
+
+ /// <summary>
+ /// Trigger sound effect when stepping onto landmine
+ /// </summary>
+ [DataField]
+ public SoundSpecifier? Sound;
+}
--- /dev/null
+armable-examine-armed = {CAPITALIZE(THE($name))} is [color=red]armed[/color].
+armable-examine-not-armed = {CAPITALIZE(THE($name))} needs to be armed.
land-mine-triggered = You step on the { $mine }!
+land-mine-verb-begin = Arm
components:
- type: Clickable
- type: InteractionOutline
- - type: Anchorable
+ - type: ItemToggle
+ soundActivate:
+ path: /Audio/Weapons/click.ogg
+ params:
+ maxDistance: 1
- type: Pullable
- type: MovedByPressure
- type: Physics
- type: Sprite
drawdepth: Items
sprite: Objects/Misc/landmine.rsi
- state: landmine
+ layers:
+ - state: landmine-inactive
+ map: [ "enum.ToggleVisuals.Layer" ]
+ - type: Appearance
+ - type: GenericVisualizer
+ visuals:
+ enum.ToggleVisuals.Toggled:
+ enum.ToggleVisuals.Layer:
+ True: {state: landmine}
+ False: {state: landmine-inactive}
- type: Damageable
damageContainer: Inorganic
- type: Destructible
path: /Audio/Effects/beep_landmine.ogg
params:
maxDistance: 10
+ - type: Armable
- type: StepTrigger
requiredTriggeredSpeed: 0
stepOn: true
- type: entity
+ id: LandMineKickUnarmed
name: kick mine
parent: BaseLandMine
- id: LandMineKick
components:
- type: GhostKickUserOnTrigger
- type: DeleteOnTrigger
+- type: entity
+ id: LandMineKick
+ suffix: armed
+ parent: LandMineKickUnarmed
+ components:
+ - type: ItemToggle
+ activated: true
+ onActivate: false
+ - type: Armable
+ - type: Sprite
+ layers:
+ - state: landmine
+
- type: entity
name: modular mine
description: This bad boy could be packing any number of dangers. Or a bike horn.
parent: BaseLandMine
- id: LandMineModular
+ id: LandMineModularUnarmed
components:
- type: PayloadCase
- type: Construction
graph: ModularMineGraph
node: emptyCase
+- type: entity
+ id: LandMineModular
+ suffix: armed
+ parent: LandMineModularUnarmed
+ components:
+ - type: ItemToggle
+ activated: true
+ onActivate: false
+ - type: Armable
+ - type: Sprite
+ layers:
+ - state: landmine
+
- type: entity
name: explosive mine
parent: BaseLandMine
- id: LandMineExplosive
+ id: LandMineExplosiveUnarmed
components:
- type: ExplodeOnTrigger
- type: Explosive
intensitySlope: 3
totalIntensity: 120 # about a ~4 tile radius
canCreateVacuum: false
+
+- type: entity
+ suffix: armed
+ parent: LandMineExplosiveUnarmed
+ id: LandMineExplosive
+ components:
+ - type: ItemToggle
+ activated: true
+ onActivate: false
+ - type: Armable
+ - type: Sprite
+ layers:
+ - state: landmine
doAfter: 1
- node: emptyCase
- entity: LandMineModular
+ entity: LandMineModularUnarmed
edges:
- to: wiredCase
steps:
doAfter: 2
- node: wiredCase
- entity: LandMineModular
+ entity: LandMineModularUnarmed
actions:
- !type:PlaySound
sound: /Audio/Machines/button.ogg