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

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@@ -1,18 +1,69 @@
using Content.Server.Chemistry.Components;
using Content.Shared.Verbs;
using Content.Server.Chemistry.Components;
using Content.Shared.Chemistry.EntitySystems;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Content.Shared.Chemistry.Components.SolutionManager;
using Robust.Shared.IoC;
using Content.Shared.ActionBlocker;
namespace Content.Server.Chemistry.EntitySystems
{
[UsedImplicitly]
public class ChemMasterSystem : EntitySystem
{
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ChemMasterComponent, SolutionChangedEvent>(OnSolutionChange);
SubscribeLocalEvent<ChemMasterComponent, GetInteractionVerbsEvent>(AddInsertVerb);
SubscribeLocalEvent<ChemMasterComponent, GetAlternativeVerbsEvent>(AddEjectVerb);
}
// TODO VERBS EJECTABLES Standardize eject/insert verbs into a single system? Maybe using something like the
// system mentioned in #4538? The code here is basically identical to the stuff in ChemDispenserSystem
private void AddEjectVerb(EntityUid uid, ChemMasterComponent component, GetAlternativeVerbsEvent args)
{
if (args.Hands == null ||
!args.CanAccess ||
!args.CanInteract ||
!component.HasBeaker ||
!_actionBlockerSystem.CanPickup(args.User))
return;
Verb verb = new();
verb.Act = () =>
{
component.TryEject(args.User);
component.UpdateUserInterface();
};
verb.Category = VerbCategory.Eject;
verb.Text = component.BeakerContainer.ContainedEntity!.Name;
args.Verbs.Add(verb);
}
private void AddInsertVerb(EntityUid uid, ChemMasterComponent component, GetInteractionVerbsEvent args)
{
if (args.Using == null ||
!args.CanAccess ||
!args.CanInteract ||
component.HasBeaker ||
!args.Using.HasComponent<FitsInDispenserComponent>() ||
!_actionBlockerSystem.CanDrop(args.User))
return;
Verb verb = new();
verb.Act = () =>
{
component.BeakerContainer.Insert(args.Using);
component.UpdateUserInterface();
};
verb.Category = VerbCategory.Insert;
verb.Text = args.Using.Name;
args.Verbs.Add(verb);
}
private void OnSolutionChange(EntityUid uid, ChemMasterComponent component,

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@@ -1,20 +1,81 @@
using Content.Server.Chemistry.Components;
using Content.Shared.Verbs;
using Content.Server.Chemistry.Components;
using Content.Shared.Chemistry.EntitySystems;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Content.Shared.Chemistry.Components.SolutionManager;
using Content.Shared.ActionBlocker;
namespace Content.Server.Chemistry.EntitySystems
{
[UsedImplicitly]
public class ReagentDispenserSystem : EntitySystem
{
[Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ReagentDispenserComponent, SolutionChangedEvent>(OnSolutionChange);
SubscribeLocalEvent<ReagentDispenserComponent, GetAlternativeVerbsEvent>(AddEjectVerb);
SubscribeLocalEvent<ReagentDispenserComponent, GetInteractionVerbsEvent>(AddInsertVerb);
}
// TODO VERBS EJECTABLES Standardize eject/insert verbs into a single system? Maybe using something like the
// system mentioned in #4538? The code here is basically identical to the stuff in ChemDispenserSystem.
private void AddEjectVerb(EntityUid uid, ReagentDispenserComponent component, GetAlternativeVerbsEvent args)
{
if (args.Hands == null ||
!args.CanAccess ||
!args.CanInteract ||
!component.HasBeaker ||
!_actionBlockerSystem.CanPickup(args.User))
return;
Verb verb = new();
verb.Act = () =>
{
component.TryEject(args.User);
component.UpdateUserInterface();
};
verb.Category = VerbCategory.Eject;
verb.Text = component.BeakerContainer.ContainedEntity!.Name;
args.Verbs.Add(verb);
}
private void AddInsertVerb(EntityUid uid, ReagentDispenserComponent component, GetInteractionVerbsEvent args)
{
if (args.Using == null ||
!args.CanAccess ||
!args.CanInteract ||
component.HasBeaker ||
!args.Using.HasComponent<FitsInDispenserComponent>() ||
!_actionBlockerSystem.CanDrop(args.User))
return;
if (!args.Using.HasComponent<FitsInDispenserComponent>() ||
!_solutionContainerSystem.TryGetSolution(args.Using.Uid, "beaker", out _))
{
return;
}
Verb verb = new();
verb.Act = () =>
{
component.BeakerContainer.Insert(args.Using);
component.UpdateUserInterface();
};
verb.Category = VerbCategory.Insert;
verb.Text = args.Using.Name;
args.Verbs.Add(verb);
}
private void OnSolutionChange(EntityUid uid, ReagentDispenserComponent component, SolutionChangedEvent args)
{
component.UpdateUserInterface();

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@@ -0,0 +1,68 @@
using Content.Shared.Verbs;
using Content.Server.Chemistry.Components;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Server.GameObjects;
using System.Collections.Generic;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Popups;
namespace Content.Server.Chemistry.EntitySystems
{
[UsedImplicitly]
public class SolutionTransferSystem : EntitySystem
{
/// <summary>
/// Default transfer amounts for the set-transfer verb.
/// </summary>
public static readonly List<int> DefaultTransferAmounts = new() { 1, 5, 10, 25, 50, 100, 250, 500, 1000};
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SolutionTransferComponent, GetAlternativeVerbsEvent>(AddSetTransferVerbs);
}
private void AddSetTransferVerbs(EntityUid uid, SolutionTransferComponent component, GetAlternativeVerbsEvent args)
{
if (!args.CanAccess || !args.CanInteract || !component.CanChangeTransferAmount)
return;
if (!args.User.TryGetComponent<ActorComponent>(out var actor))
return;
// Custom transfer verb
Verb custom = new();
custom.Text = Loc.GetString("comp-solution-transfer-verb-custom-amount");
custom.Category = VerbCategory.SetTransferAmount;
custom.Act = () => component.UserInterface?.Open(actor.PlayerSession);
custom.Priority = 1;
args.Verbs.Add(custom);
// Add specific transfer verbs according to the container's size
var priority = 0;
foreach (var amount in DefaultTransferAmounts)
{
if ( amount < component.MinimumTransferAmount.Int() || amount > component.MaximumTransferAmount.Int())
continue;
Verb verb = new();
verb.Text = Loc.GetString("comp-solution-transfer-verb-amount", ("amount", amount));
verb.Category = VerbCategory.SetTransferAmount;
verb.Act = () =>
{
component.TransferAmount = ReagentUnit.New(amount);
args.User.PopupMessage(Loc.GetString("comp-solution-transfer-set-amount", ("amount", amount)));
};
// we want to sort by size, not alphabetically by the verb text.
verb.Priority = priority;
priority--;
args.Verbs.Add(verb);
}
}
}
}