Add verbs to Open/Close Openable containers, and add optional seals (#24780)
* Implement closing; add open/close verbs * Add breakable seals * Allow custom verb names; make condiment bottles closeable * Remove pointless VV annotations and false defaults * Split Sealable off into a new component * Should have a Closed event too * Oh hey, there are icons I could use * Ternary operator * Add support for seal visualizers * Moved Sealable to Shared, added networking * Replaced bottle_close1.ogg
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@@ -1,22 +1,23 @@
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using Content.Server.Chemistry.EntitySystems;
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using Content.Server.Fluids.EntitySystems;
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using Content.Shared.Nutrition.EntitySystems;
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using Content.Server.Nutrition.Components;
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using Content.Shared.Examine;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Nutrition.Components;
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using Content.Shared.Popups;
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using Content.Shared.Verbs;
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using Content.Shared.Weapons.Melee.Events;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Utility;
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namespace Content.Server.Nutrition.EntitySystems;
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/// <summary>
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/// Provides API for openable food and drinks, handles opening on use and preventing transfer when closed.
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/// </summary>
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public sealed class OpenableSystem : EntitySystem
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public sealed class OpenableSystem : SharedOpenableSystem
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{
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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@@ -32,6 +33,7 @@ public sealed class OpenableSystem : EntitySystem
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SubscribeLocalEvent<OpenableComponent, SolutionTransferAttemptEvent>(OnTransferAttempt);
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SubscribeLocalEvent<OpenableComponent, MeleeHitEvent>(HandleIfClosed);
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SubscribeLocalEvent<OpenableComponent, AfterInteractEvent>(HandleIfClosed);
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SubscribeLocalEvent<OpenableComponent, GetVerbsEvent<Verb>>(AddOpenCloseVerbs);
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}
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private void OnInit(EntityUid uid, OpenableComponent comp, ComponentInit args)
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@@ -71,6 +73,36 @@ public sealed class OpenableSystem : EntitySystem
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args.Handled = !comp.Opened;
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}
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private void AddOpenCloseVerbs(EntityUid uid, OpenableComponent comp, GetVerbsEvent<Verb> args)
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{
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if (args.Hands == null || !args.CanAccess || !args.CanInteract)
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return;
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Verb verb;
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if (comp.Opened)
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{
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if (!comp.Closeable)
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return;
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verb = new()
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{
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Text = Loc.GetString(comp.CloseVerbText),
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Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/close.svg.192dpi.png")),
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Act = () => TryClose(args.Target, comp)
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};
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}
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else
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{
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verb = new()
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{
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Text = Loc.GetString(comp.OpenVerbText),
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Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/open.svg.192dpi.png")),
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Act = () => TryOpen(args.Target, comp)
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};
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}
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args.Verbs.Add(verb);
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}
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/// <summary>
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/// Returns true if the entity either does not have OpenableComponent or it is opened.
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/// Drinks that don't have OpenableComponent are automatically open, so it returns true.
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@@ -123,6 +155,17 @@ public sealed class OpenableSystem : EntitySystem
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comp.Opened = opened;
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if (opened)
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{
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var ev = new OpenableOpenedEvent();
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RaiseLocalEvent(uid, ref ev);
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}
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else
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{
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var ev = new OpenableClosedEvent();
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RaiseLocalEvent(uid, ref ev);
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}
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UpdateAppearance(uid, comp);
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}
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@@ -139,4 +182,19 @@ public sealed class OpenableSystem : EntitySystem
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_audio.PlayPvs(comp.Sound, uid);
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return true;
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}
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/// <summary>
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/// If opened, closes it and plays the close sound, if one is defined.
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/// </summary>
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/// <returns>Whether it got closed</returns>
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public bool TryClose(EntityUid uid, OpenableComponent? comp = null)
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{
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if (!Resolve(uid, ref comp, false) || !comp.Opened || !comp.Closeable)
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return false;
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SetOpen(uid, false, comp);
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if (comp.CloseSound != null)
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_audio.PlayPvs(comp.CloseSound, uid);
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return true;
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}
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}
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