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
This commit is contained in:
@@ -10,8 +10,9 @@ using Content.Shared.Buckle.Components;
|
||||
using Content.Shared.Interaction.Helpers;
|
||||
using Content.Shared.MobState.Components;
|
||||
using Content.Shared.Popups;
|
||||
using Content.Shared.Pulling;
|
||||
using Content.Shared.Pulling.Components;
|
||||
using Content.Shared.Standing;
|
||||
using Content.Shared.Verbs;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.Containers;
|
||||
@@ -150,7 +151,7 @@ namespace Content.Server.Buckle.Components
|
||||
}
|
||||
}
|
||||
|
||||
private bool CanBuckle(IEntity? user, IEntity to, [NotNullWhen(true)] out StrapComponent? strap)
|
||||
public bool CanBuckle(IEntity? user, IEntity to, [NotNullWhen(true)] out StrapComponent? strap)
|
||||
{
|
||||
strap = null;
|
||||
|
||||
@@ -264,7 +265,7 @@ namespace Content.Server.Buckle.Components
|
||||
|
||||
SendMessage(new BuckleMessage(Owner, to));
|
||||
|
||||
if (Owner.TryGetComponent(out PullableComponent? ownerPullable))
|
||||
if (Owner.TryGetComponent(out SharedPullableComponent? ownerPullable))
|
||||
{
|
||||
if (ownerPullable.Puller != null)
|
||||
{
|
||||
@@ -272,7 +273,7 @@ namespace Content.Server.Buckle.Components
|
||||
}
|
||||
}
|
||||
|
||||
if (to.TryGetComponent(out PullableComponent? toPullable))
|
||||
if (to.TryGetComponent(out SharedPullableComponent? toPullable))
|
||||
{
|
||||
if (toPullable.Puller == Owner)
|
||||
{
|
||||
@@ -427,29 +428,5 @@ namespace Content.Server.Buckle.Components
|
||||
|
||||
IsOnStrapEntityThisFrame = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Allows the unbuckling of the owning entity through a verb if
|
||||
/// anyone right clicks them.
|
||||
/// </summary>
|
||||
[Verb]
|
||||
private sealed class BuckleVerb : Verb<BuckleComponent>
|
||||
{
|
||||
protected override void GetData(IEntity user, BuckleComponent component, VerbData data)
|
||||
{
|
||||
if (!EntitySystem.Get<ActionBlockerSystem>().CanInteract(user) || !component.Buckled)
|
||||
{
|
||||
data.Visibility = VerbVisibility.Invisible;
|
||||
return;
|
||||
}
|
||||
|
||||
data.Text = Loc.GetString("buckle-verb-unbuckle");
|
||||
}
|
||||
|
||||
protected override void Activate(IEntity user, BuckleComponent component)
|
||||
{
|
||||
component.TryUnbuckle(user);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -6,13 +6,9 @@ using Content.Shared.Alert;
|
||||
using Content.Shared.Buckle.Components;
|
||||
using Content.Shared.DragDrop;
|
||||
using Content.Shared.Interaction;
|
||||
using Content.Shared.Interaction.Events;
|
||||
using Content.Shared.Interaction.Helpers;
|
||||
using Content.Shared.Sound;
|
||||
using Content.Shared.Verbs;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Players;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
@@ -173,53 +169,6 @@ namespace Content.Server.Buckle.Components
|
||||
return buckle.ToggleBuckle(eventArgs.User, Owner);
|
||||
}
|
||||
|
||||
[Verb]
|
||||
private sealed class StrapVerb : Verb<StrapComponent>
|
||||
{
|
||||
protected override void GetData(IEntity user, StrapComponent component, VerbData data)
|
||||
{
|
||||
data.Visibility = VerbVisibility.Invisible;
|
||||
|
||||
if (!EntitySystem.Get<ActionBlockerSystem>().CanInteract(component.Owner) ||
|
||||
!user.TryGetComponent<BuckleComponent>(out var buckle) ||
|
||||
buckle.BuckledTo != null && buckle.BuckledTo != component ||
|
||||
user == component.Owner)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var parent = component.Owner.Transform.Parent;
|
||||
while (parent != null)
|
||||
{
|
||||
if (parent == user.Transform)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
parent = parent.Parent;
|
||||
}
|
||||
|
||||
if (!user.InRangeUnobstructed(component, buckle.Range))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
data.Visibility = VerbVisibility.Visible;
|
||||
data.IconTexture = buckle.BuckledTo == null ? "/Textures/Interface/VerbIcons/buckle.svg.192dpi.png" : "/Textures/Interface/VerbIcons/unbuckle.svg.192dpi.png";
|
||||
data.Text = Loc.GetString(buckle.BuckledTo == null ? "strap-verb-get-data-text-buckle" : "strap-verb-get-data-text-unbuckle");
|
||||
}
|
||||
|
||||
protected override void Activate(IEntity user, StrapComponent component)
|
||||
{
|
||||
if (!user.TryGetComponent<BuckleComponent>(out var buckle))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
buckle.ToggleBuckle(user, component.Owner);
|
||||
}
|
||||
}
|
||||
|
||||
public override bool DragDropOn(DragDropEvent eventArgs)
|
||||
{
|
||||
if (!eventArgs.Dragged.TryGetComponent(out BuckleComponent? buckleComponent)) return false;
|
||||
|
||||
@@ -2,12 +2,14 @@ using Content.Server.Buckle.Components;
|
||||
using Content.Server.Interaction;
|
||||
using Content.Shared.Buckle;
|
||||
using Content.Shared.Interaction;
|
||||
using Content.Shared.Verbs;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.Containers;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Localization;
|
||||
|
||||
namespace Content.Server.Buckle
|
||||
namespace Content.Server.Buckle.Systems
|
||||
{
|
||||
[UsedImplicitly]
|
||||
internal sealed class BuckleSystem : SharedBuckleSystem
|
||||
@@ -30,6 +32,27 @@ namespace Content.Server.Buckle
|
||||
SubscribeLocalEvent<StrapComponent, EntRemovedFromContainerMessage>(ContainerModifiedStrap);
|
||||
|
||||
SubscribeLocalEvent<BuckleComponent, InteractHandEvent>(HandleInteractHand);
|
||||
|
||||
SubscribeLocalEvent<BuckleComponent, GetInteractionVerbsEvent>(AddUnbuckleVerb);
|
||||
}
|
||||
|
||||
private void AddUnbuckleVerb(EntityUid uid, BuckleComponent component, GetInteractionVerbsEvent args)
|
||||
{
|
||||
if (!args.CanAccess || !args.CanInteract || !component.Buckled)
|
||||
return;
|
||||
|
||||
Verb verb = new();
|
||||
verb.Act = () => component.TryUnbuckle(args.User);
|
||||
verb.Category = VerbCategory.Unbuckle;
|
||||
|
||||
if (args.Target == args.User && args.Using == null)
|
||||
{
|
||||
// A user is left clicking themselves with an empty hand, while buckled.
|
||||
// It is very likely they are trying to unbuckle themselves.
|
||||
verb.Priority = 1;
|
||||
}
|
||||
|
||||
args.Verbs.Add(verb);
|
||||
}
|
||||
|
||||
private void HandleInteractHand(EntityUid uid, BuckleComponent component, InteractHandEvent args)
|
||||
101
Content.Server/Buckle/Systems/StrapSystem.cs
Normal file
101
Content.Server/Buckle/Systems/StrapSystem.cs
Normal file
@@ -0,0 +1,101 @@
|
||||
using Content.Server.Buckle.Components;
|
||||
using Content.Server.Interaction;
|
||||
using Content.Shared.Hands.Components;
|
||||
using Content.Shared.Interaction.Helpers;
|
||||
using Content.Shared.Verbs;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Localization;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Content.Server.Buckle.Systems
|
||||
{
|
||||
[UsedImplicitly]
|
||||
internal sealed class StrapSystem : EntitySystem
|
||||
{
|
||||
[Dependency] InteractionSystem _interactionSystem = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<StrapComponent, GetInteractionVerbsEvent>(AddStrapVerbs);
|
||||
}
|
||||
|
||||
// TODO ECS BUCKLE/STRAP These 'Strap' verbs are an incestuous mess of buckle component and strap component
|
||||
// functions. Whenever these are fully ECSed, maybe do it in a way that allows for these verbs to be handled in
|
||||
// a sensible manner in a single system?
|
||||
|
||||
private void AddStrapVerbs(EntityUid uid, StrapComponent component, GetInteractionVerbsEvent args)
|
||||
{
|
||||
if (args.Hands == null || !args.CanAccess || !args.CanInteract)
|
||||
return;
|
||||
|
||||
// Note that for whatever bloody reason, buckle component has its own interaction range. Additionally, this
|
||||
// range can be set per-component, so we have to check a modified InRangeUnobstructed for every verb.
|
||||
|
||||
// Add unstrap verbs for every strapped entity.
|
||||
foreach (var entity in component.BuckledEntities)
|
||||
{
|
||||
var buckledComp = entity.GetComponent<BuckleComponent>();
|
||||
|
||||
if (!_interactionSystem.InRangeUnobstructed(args.User, args.Target, range: buckledComp.Range))
|
||||
continue;
|
||||
|
||||
Verb verb = new();
|
||||
verb.Act = () => buckledComp.TryUnbuckle(args.User);
|
||||
verb.Category = VerbCategory.Unbuckle;
|
||||
if (entity == args.User)
|
||||
verb.Text = Loc.GetString("verb-self-target-pronoun");
|
||||
else
|
||||
verb.Text = entity.Name;
|
||||
|
||||
// In the event that you have more than once entity with the same name strapped to the same object,
|
||||
// these two verbs will be identical according to Verb.CompareTo, and only one with actually be added to
|
||||
// the verb list. However this should rarely ever be a problem. If it ever is, it could be fixed by
|
||||
// appending an integer to verb.Text to distinguish the verbs.
|
||||
|
||||
args.Verbs.Add(verb);
|
||||
}
|
||||
|
||||
// Add a verb to buckle the user.
|
||||
if (args.User.TryGetComponent<BuckleComponent>(out var buckle) &&
|
||||
buckle.BuckledTo != component &&
|
||||
args.User != component.Owner &&
|
||||
component.HasSpace(buckle) &&
|
||||
_interactionSystem.InRangeUnobstructed(args.User, args.Target, range: buckle.Range))
|
||||
{
|
||||
Verb verb = new();
|
||||
verb.Act = () => buckle.TryBuckle(args.User, args.Target);
|
||||
verb.Category = VerbCategory.Buckle;
|
||||
verb.Text = Loc.GetString("verb-self-target-pronoun");
|
||||
args.Verbs.Add(verb);
|
||||
}
|
||||
|
||||
// If the user is currently holding/pulling an entity that can be buckled, add a verb for that.
|
||||
if (args.Using != null &&
|
||||
args.Using.TryGetComponent<BuckleComponent>(out var usingBuckle) &&
|
||||
component.HasSpace(usingBuckle) &&
|
||||
_interactionSystem.InRangeUnobstructed(args.Using, args.Target, range: usingBuckle.Range))
|
||||
{
|
||||
// Check that the entity is unobstructed from the target (ignoring the user).
|
||||
bool Ignored(IEntity entity) => entity == args.User || entity == args.Target || entity == args.Using;
|
||||
if (!_interactionSystem.InRangeUnobstructed(args.Using, args.Target, usingBuckle.Range, predicate: Ignored))
|
||||
return;
|
||||
|
||||
Verb verb = new();
|
||||
verb.Act = () => usingBuckle.TryBuckle(args.User, args.Target);
|
||||
verb.Category = VerbCategory.Buckle;
|
||||
verb.Text = args.Using.Name;
|
||||
|
||||
// If the used entity is a person being pulled, prioritize this verb. Conversely, if it is
|
||||
// just a held object, the user is probably just trying to sit down.
|
||||
verb.Priority = args.Using.HasComponent<ActorComponent>() ? 1 : -1;
|
||||
|
||||
args.Verbs.Add(verb);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user