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OldThink/Content.Server/Storage/EntitySystems/StorageSystem.cs

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using Content.Server.Administration.Managers;
using Content.Shared.Administration;
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using Content.Shared.Explosion;
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using Content.Shared.Ghost;
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using Content.Shared.Hands;
using Content.Shared.Lock;
using Content.Shared.Storage;
using Content.Shared.Storage.Components;
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using Content.Shared.Storage.EntitySystems;
using Content.Shared.Timing;
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using Content.Shared.Verbs;
ECS verbs and update context menu (#4594) * Functioning ECS verbs Currently only ID card console works. * Changed verb types and allow ID card insertions * Verb GUI sorting and verb networking * More networking, and shared components * Clientside verbs work now. * Verb enums changed to bitmask flags * Verb Categories redo * Fix range check * GasTank Verb * Remove unnecessary bodypart verb * Buckle Verb * buckle & unbuckle verbs * Updated range checks * Item cabinet verbs * Add range user override * construction verb * Chemistry machine verbs * Climb Verb * Generalise pulled entity verbs * ViewVariables Verb * rejuvenate, delete, sentient, control verbs * Outfit verb * inrangeunoccluded and tubedirection verbs * attach-to verbs * remove unused verbs and move VV * Rename DebugVerbSystem * Ghost role and pointing verbs * Remove global verbs * Allow verbs to raise events * Changing categories and simplifying debug verbs * Add rotate and flip verbs * fix rejuvenate test * redo context menu * new Add Gas debug verb * Add Set Temperature debug verb * Uncuff verb * Disposal unit verbs * Add pickup verb * lock/unlock verb * Remove verb type, add specific verb events * rename verb messages -> events * Context menu displays verbs by interaction type * Updated context menu HandleMove previously, checked if entities moved 1 tile from click location. Now checks if entities moved out of view. Now you can actually right-click interact with yourself while walking! * Misc Verb menu GUI changes * Fix non-human/ghost verbs * Update types and categories * Allow non-ghost/human to open context menu * configuration verb * tagger verb * Morgue Verbs * Medical Scanner Verbs * Fix solution refactor merge issues * Fix context menu in-view check * Remove prepare GUI * Redo verb restrictions * Fix context menu UI * Disposal Verbs * Spill verb * Light verb * Hand Held light verb * power cell verbs * storage verbs and adding names to insert/eject * Pulling verb * Close context menu on verb execution * Strip verb * AmmoBox verb * fix pull verb * gun barrel verbs revolver verb energy weapon verbs Bolt action verb * Magazine gun barrel verbs * Add charger verbs * PDA verbs * Transfer amount verb * Add reagent verb * make alt-click use ECS verbs * Delete old verb files * Magboot verb * finalising tweaks * context menu visibility changes * code cleanup * Update AdminAddReagentUI.cs * Remove HasFlag * Consistent verb keys * Remove Linq, add comment * Fix in-inventory check * Update GUI text alignment and padding * Added close-menu option * Changed some "interaction" verbs to "activation" * Remove verb keys, use sorted sets * fix master merge * update some verb text * Undo Changes Remove some new verbs that can be added later undid some .ftl bugfixes, can and should be done separately * fix merge * Undo file rename * fix merge * Misc Cleanup * remove contraction * Fix keybinding issue * fix comment * merge fix * fix merge * fix merge * fix merge * fix merge * fix open-close verbs * adjust uncuff verb * fix merge and undo the renaming of SharedPullableComponent to PullableComponent. I'm tired of all of those merge conflicts
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using Robust.Server.GameObjects;
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using Robust.Shared.Map;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Server.Storage.EntitySystems;
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public sealed partial class StorageSystem : SharedStorageSystem
{
[Dependency] private readonly IAdminManager _admin = default!;
[Dependency] private readonly IPrototypeManager _prototype = default!;
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[Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
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public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<StorageComponent, GetVerbsEvent<ActivationVerb>>(AddUiVerb);
SubscribeLocalEvent<StorageComponent, BoundUIClosedEvent>(OnBoundUIClosed);
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SubscribeLocalEvent<StorageComponent, BeforeExplodeEvent>(OnExploded);
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SubscribeLocalEvent<StorageFillComponent, MapInitEvent>(OnStorageFillMapInit);
}
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private void AddUiVerb(EntityUid uid, StorageComponent component, GetVerbsEvent<ActivationVerb> args)
{
var silent = false;
if (!args.CanAccess || !args.CanInteract || TryComp<LockComponent>(uid, out var lockComponent) && lockComponent.Locked)
{
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// we allow admins to open the storage anyways
if (!_admin.HasAdminFlag(args.User, AdminFlags.Admin))
return;
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silent = true;
}
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silent |= HasComp<GhostComponent>(args.User);
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// Get the session for the user
if (!TryComp<ActorComponent>(args.User, out var actor))
return;
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// Does this player currently have the storage UI open?
var uiOpen = _uiSystem.SessionHasOpenUi(uid, StorageComponent.StorageUiKey.Key, actor.PlayerSession);
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ActivationVerb verb = new()
{
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Act = () =>
{
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if (uiOpen)
{
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_uiSystem.TryClose(uid, StorageComponent.StorageUiKey.Key, actor.PlayerSession);
}
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else
{
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OpenStorageUI(uid, args.User, component, silent);
}
}
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};
if (uiOpen)
{
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verb.Text = Loc.GetString("verb-common-close-ui");
verb.Icon = new SpriteSpecifier.Texture(
new("/Textures/Interface/VerbIcons/close.svg.192dpi.png"));
}
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else
{
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verb.Text = Loc.GetString("verb-common-open-ui");
verb.Icon = new SpriteSpecifier.Texture(
new("/Textures/Interface/VerbIcons/open.svg.192dpi.png"));
}
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args.Verbs.Add(verb);
}
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private void OnBoundUIClosed(EntityUid uid, StorageComponent storageComp, BoundUIClosedEvent args)
{
if (TryComp<ActorComponent>(args.Session.AttachedEntity, out var actor) && actor?.PlayerSession != null)
CloseNestedInterfaces(uid, actor.PlayerSession, storageComp);
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// If UI is closed for everyone
if (!_uiSystem.IsUiOpen(uid, args.UiKey))
{
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storageComp.IsUiOpen = false;
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UpdateAppearance((uid, storageComp, null));
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if (storageComp.StorageCloseSound is not null)
Audio.Play(storageComp.StorageCloseSound, Filter.Pvs(uid, entityManager: EntityManager), uid, true, storageComp.StorageCloseSound.Params);
}
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}
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private void OnExploded(Entity<StorageComponent> ent, ref BeforeExplodeEvent args)
{
args.Contents.AddRange(ent.Comp.Container.ContainedEntities);
}
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/// <summary>
/// Opens the storage UI for an entity
/// </summary>
/// <param name="entity">The entity to open the UI for</param>
public override void OpenStorageUI(EntityUid uid, EntityUid entity, StorageComponent? storageComp = null, bool silent = false)
{
if (!Resolve(uid, ref storageComp) || !TryComp(entity, out ActorComponent? player))
return;
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// prevent spamming bag open / honkerton honk sound
silent |= TryComp<UseDelayComponent>(uid, out var useDelay) && UseDelay.ActiveDelay(uid, useDelay);
if (!silent)
{
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Audio.PlayPvs(storageComp.StorageOpenSound, uid);
if (useDelay != null)
UseDelay.BeginDelay(uid, useDelay);
}
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Log.Debug($"Storage (UID {uid}) \"used\" by player session (UID {player.PlayerSession.AttachedEntity}).");
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var bui = _uiSystem.GetUiOrNull(uid, StorageComponent.StorageUiKey.Key);
if (bui != null)
_uiSystem.OpenUi(bui, player.PlayerSession);
}
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/// <inheritdoc />
public override void PlayPickupAnimation(EntityUid uid, EntityCoordinates initialCoordinates, EntityCoordinates finalCoordinates,
Angle initialRotation, EntityUid? user = null)
{
var filter = Filter.Pvs(uid).RemoveWhereAttachedEntity(e => e == user);
RaiseNetworkEvent(new PickupAnimationEvent(GetNetEntity(uid), GetNetCoordinates(initialCoordinates), GetNetCoordinates(finalCoordinates), initialRotation), filter);
}
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/// <summary>
/// If the user has nested-UIs open (e.g., PDA UI open when pda is in a backpack), close them.
/// </summary>
/// <param name="session"></param>
public void CloseNestedInterfaces(EntityUid uid, ICommonSession session, StorageComponent? storageComp = null)
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{
if (!Resolve(uid, ref storageComp))
return;
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// for each containing thing
// if it has a storage comp
// ensure unsubscribe from session
// if it has a ui component
// close ui
foreach (var entity in storageComp.Container.ContainedEntities)
{
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if (!TryComp(entity, out UserInterfaceComponent? ui))
continue;
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foreach (var bui in ui.Interfaces.Values)
{
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_uiSystem.TryClose(entity, bui.UiKey, session, ui);
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}
}
}
}