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:
Leon Friedrich
2021-10-05 14:29:03 +11:00
committed by GitHub
parent 1095c8fc08
commit 6cb58e608b
175 changed files with 3391 additions and 4305 deletions

View File

@@ -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);
}
}
}
}

View File

@@ -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;

View File

@@ -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)

View 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);
}
}
}
}