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
This commit is contained in:
Tayrtahn
2024-02-13 17:08:07 -05:00
committed by GitHub
parent 52f74fa39d
commit 75e47fff9e
14 changed files with 255 additions and 9 deletions

View File

@@ -1,22 +1,23 @@
using Content.Server.Chemistry.EntitySystems;
using Content.Server.Fluids.EntitySystems;
using Content.Shared.Nutrition.EntitySystems;
using Content.Server.Nutrition.Components;
using Content.Shared.Examine;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Events;
using Content.Shared.Nutrition.Components;
using Content.Shared.Popups;
using Content.Shared.Verbs;
using Content.Shared.Weapons.Melee.Events;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.GameObjects;
using Robust.Shared.Utility;
namespace Content.Server.Nutrition.EntitySystems;
/// <summary>
/// Provides API for openable food and drinks, handles opening on use and preventing transfer when closed.
/// </summary>
public sealed class OpenableSystem : EntitySystem
public sealed class OpenableSystem : SharedOpenableSystem
{
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
@@ -32,6 +33,7 @@ public sealed class OpenableSystem : EntitySystem
SubscribeLocalEvent<OpenableComponent, SolutionTransferAttemptEvent>(OnTransferAttempt);
SubscribeLocalEvent<OpenableComponent, MeleeHitEvent>(HandleIfClosed);
SubscribeLocalEvent<OpenableComponent, AfterInteractEvent>(HandleIfClosed);
SubscribeLocalEvent<OpenableComponent, GetVerbsEvent<Verb>>(AddOpenCloseVerbs);
}
private void OnInit(EntityUid uid, OpenableComponent comp, ComponentInit args)
@@ -71,6 +73,36 @@ public sealed class OpenableSystem : EntitySystem
args.Handled = !comp.Opened;
}
private void AddOpenCloseVerbs(EntityUid uid, OpenableComponent comp, GetVerbsEvent<Verb> args)
{
if (args.Hands == null || !args.CanAccess || !args.CanInteract)
return;
Verb verb;
if (comp.Opened)
{
if (!comp.Closeable)
return;
verb = new()
{
Text = Loc.GetString(comp.CloseVerbText),
Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/close.svg.192dpi.png")),
Act = () => TryClose(args.Target, comp)
};
}
else
{
verb = new()
{
Text = Loc.GetString(comp.OpenVerbText),
Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/open.svg.192dpi.png")),
Act = () => TryOpen(args.Target, comp)
};
}
args.Verbs.Add(verb);
}
/// <summary>
/// Returns true if the entity either does not have OpenableComponent or it is opened.
/// Drinks that don't have OpenableComponent are automatically open, so it returns true.
@@ -123,6 +155,17 @@ public sealed class OpenableSystem : EntitySystem
comp.Opened = opened;
if (opened)
{
var ev = new OpenableOpenedEvent();
RaiseLocalEvent(uid, ref ev);
}
else
{
var ev = new OpenableClosedEvent();
RaiseLocalEvent(uid, ref ev);
}
UpdateAppearance(uid, comp);
}
@@ -139,4 +182,19 @@ public sealed class OpenableSystem : EntitySystem
_audio.PlayPvs(comp.Sound, uid);
return true;
}
/// <summary>
/// If opened, closes it and plays the close sound, if one is defined.
/// </summary>
/// <returns>Whether it got closed</returns>
public bool TryClose(EntityUid uid, OpenableComponent? comp = null)
{
if (!Resolve(uid, ref comp, false) || !comp.Opened || !comp.Closeable)
return false;
SetOpen(uid, false, comp);
if (comp.CloseSound != null)
_audio.PlayPvs(comp.CloseSound, uid);
return true;
}
}