Remove InteractedWithEvent and friends. (#11939)
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@@ -56,6 +56,7 @@ namespace Content.Server.Cuffs
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Verb verb = new()
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{
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Act = () => component.TryUncuff(args.User),
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DoContactInteraction = true,
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Text = Loc.GetString("uncuff-verb-get-data-text")
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};
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//TODO VERB ICON add uncuffing symbol? may re-use the alert symbol showing that you are currently cuffed?
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@@ -11,9 +11,9 @@ using Content.Shared.Disease.Components;
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using Content.Shared.Examine;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Item;
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using Content.Shared.MobState.Components;
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using Content.Shared.Rejuvenate;
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using Robust.Shared.Player;
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@@ -46,8 +46,7 @@ namespace Content.Server.Disease
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SubscribeLocalEvent<DiseaseCarrierComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<DiseaseCarrierComponent, CureDiseaseAttemptEvent>(OnTryCureDisease);
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SubscribeLocalEvent<DiseaseCarrierComponent, RejuvenateEvent>(OnRejuvenate);
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SubscribeLocalEvent<DiseasedComponent, UserInteractedWithItemEvent>(OnUserInteractDiseased);
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SubscribeLocalEvent<DiseasedComponent, ItemInteractedWithEvent>(OnTargetInteractDiseased);
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SubscribeLocalEvent<DiseasedComponent, ContactInteractionEvent>(OnContactInteraction);
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SubscribeLocalEvent<DiseasedComponent, EntitySpokeEvent>(OnEntitySpeak);
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SubscribeLocalEvent<DiseaseProtectionComponent, GotEquippedEvent>(OnEquipped);
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SubscribeLocalEvent<DiseaseProtectionComponent, GotUnequippedEvent>(OnUnequipped);
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@@ -256,17 +255,9 @@ namespace Content.Server.Disease
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/// <summary>
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/// When a diseased person interacts with something, check infection.
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/// </summary>
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private void OnUserInteractDiseased(EntityUid uid, DiseasedComponent component, UserInteractedWithItemEvent args)
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private void OnContactInteraction(EntityUid uid, DiseasedComponent component, ContactInteractionEvent args)
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{
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InteractWithDiseased(args.User, args.Item);
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}
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/// <summary>
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/// When a diseased person is interacted with, check infection.
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/// </summary>
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private void OnTargetInteractDiseased(EntityUid uid, DiseasedComponent component, ItemInteractedWithEvent args)
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{
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InteractWithDiseased(args.Item, args.User);
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InteractWithDiseased(uid, args.Other);
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}
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private void OnEntitySpeak(EntityUid uid, DiseasedComponent component, EntitySpokeEvent args)
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@@ -123,6 +123,7 @@ namespace Content.Server.Disposal.Unit.EntitySystems
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Verb verb = new()
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{
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Act = () => TryInsert(component.Owner, args.User, args.User),
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DoContactInteraction = true,
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Text = Loc.GetString("disposal-self-insert-verb-get-data-text")
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};
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// TODO VERN ICON
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@@ -159,6 +159,7 @@ public sealed class SpillableSystem : EntitySystem
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};
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}
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verb.Impact = LogImpact.Medium; // dangerous reagent reaction are logged separately.
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verb.DoContactInteraction = true;
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args.Verbs.Add(verb);
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}
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@@ -1,5 +1,5 @@
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using Content.Shared.Interaction.Events;
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using Content.Shared.Inventory;
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using Content.Shared.Item;
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using Robust.Shared.Random;
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namespace Content.Server.Forensics
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@@ -10,13 +10,13 @@ namespace Content.Server.Forensics
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[Dependency] private readonly InventorySystem _inventory = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<FingerprintComponent, UserInteractedWithItemEvent>(OnInteract);
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SubscribeLocalEvent<FingerprintComponent, ContactInteractionEvent>(OnInteract);
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SubscribeLocalEvent<FingerprintComponent, ComponentInit>(OnInit);
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}
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private void OnInteract(EntityUid uid, FingerprintComponent component, UserInteractedWithItemEvent args)
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private void OnInteract(EntityUid uid, FingerprintComponent component, ContactInteractionEvent args)
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{
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ApplyEvidence(args.User, args.Item);
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ApplyEvidence(uid, args.Other);
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}
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private void OnInit(EntityUid uid, FingerprintComponent component, ComponentInit args)
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@@ -303,6 +303,7 @@ namespace Content.Server.PneumaticCannon
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Verb ejectItems = new();
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ejectItems.Act = () => TryEjectAllItems(component, args.User);
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ejectItems.Text = Loc.GetString("pneumatic-cannon-component-verb-eject-items-name");
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ejectItems.DoContactInteraction = true;
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args.Verbs.Add(ejectItems);
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}
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@@ -24,6 +24,7 @@ namespace Content.Server.Rotatable
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Verb verb = new();
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verb.Act = () => TryFlip(component, args.User);
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verb.Text = Loc.GetString("flippable-verb-get-data-text");
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verb.DoContactInteraction = true;
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// TODO VERB ICONS Add Uno reverse card style icon?
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args.Verbs.Add(verb);
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}
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@@ -43,6 +44,7 @@ namespace Content.Server.Rotatable
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Verb resetRotation = new ()
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{
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DoContactInteraction = true,
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Act = () => EntityManager.GetComponent<TransformComponent>(component.Owner).LocalRotation = Angle.Zero,
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Category = VerbCategory.Rotate,
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IconTexture = "/Textures/Interface/VerbIcons/refresh.svg.192dpi.png",
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@@ -1,4 +1,4 @@
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using Content.Server.DoAfter;
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using Content.Server.DoAfter;
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using Content.Server.Popups;
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using Content.Server.Sticky.Components;
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using Content.Server.Sticky.Events;
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@@ -53,6 +53,7 @@ public sealed class StickySystem : EntitySystem
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args.Verbs.Add(new Verb
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{
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DoContactInteraction = true,
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Text = Loc.GetString("comp-sticky-unstick-verb-text"),
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IconTexture = "/Textures/Interface/VerbIcons/eject.svg.192dpi.png",
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Act = () => StartUnsticking(uid, args.User, component)
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@@ -84,17 +84,7 @@ namespace Content.Server.Verbs
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// first, lets log the verb. Just in case it ends up crashing the server or something.
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LogVerb(verb, user, target, forced);
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// then invoke any relevant actions
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verb.Act?.Invoke();
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// Maybe raise a local event
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if (verb.ExecutionEventArgs != null)
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{
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if (verb.EventTarget.IsValid())
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RaiseLocalEvent(verb.EventTarget, verb.ExecutionEventArgs, true);
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else
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RaiseLocalEvent(verb.ExecutionEventArgs);
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}
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base.ExecuteVerb(verb, user, target, forced);
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}
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public void LogVerb(Verb verb, EntityUid user, EntityUid target, bool forced)
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@@ -150,6 +150,13 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
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ev.Target.Value
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};
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_interaction.DoContactInteraction(ev.Weapon, ev.Target);
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_interaction.DoContactInteraction(user, ev.Weapon);
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// If the user is using a long-range weapon, this probably shouldn't be happening? But I'll interpret melee as a
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// somewhat messy scuffle. See also, heavy attacks.
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_interaction.DoContactInteraction(user, ev.Target);
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// For stuff that cares about it being attacked.
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RaiseLocalEvent(ev.Target.Value, new AttackedEvent(component.Owner, user, targetXform.Coordinates));
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@@ -249,9 +256,17 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
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var modifiers = itemDamage.ModifiersList;
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modifiers.AddRange(hitEvent.ModifiersList);
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_interaction.DoContactInteraction(user, ev.Weapon);
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// For stuff that cares about it being attacked.
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foreach (var target in targets)
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{
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_interaction.DoContactInteraction(ev.Weapon, target);
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// If the user is using a long-range weapon, this probably shouldn't be happening? But I'll interpret melee as a
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// somewhat messy scuffle. See also, light attacks.
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_interaction.DoContactInteraction(user, target);
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RaiseLocalEvent(target, new AttackedEvent(component.Owner, user, Transform(target).Coordinates));
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}
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@@ -338,6 +353,8 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
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inTargetHand = targetHandsComponent.ActiveHand.HeldEntity!.Value;
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}
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_interaction.DoContactInteraction(user, ev.Target);
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var attemptEvent = new DisarmAttemptEvent(target, user, inTargetHand);
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if (inTargetHand != null)
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