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:
188
Content.Server/Administration/AdminVerbSystem.cs
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188
Content.Server/Administration/AdminVerbSystem.cs
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using Content.Server.Administration.Commands;
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using Content.Server.Administration.Managers;
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using Content.Server.Administration.UI;
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using Content.Server.Configurable;
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using Content.Server.Disposal.Tube.Components;
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using Content.Server.EUI;
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using Content.Server.Ghost.Roles;
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using Content.Server.Inventory.Components;
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using Content.Server.Mind.Commands;
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using Content.Server.Mind.Components;
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using Content.Server.Players;
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using Content.Server.Verbs;
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using Content.Shared.Administration;
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using Content.Shared.Chemistry.Components.SolutionManager;
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using Content.Shared.Interaction.Helpers;
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using Content.Shared.Popups;
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using Content.Shared.Verbs;
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using Robust.Server.Console;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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namespace Content.Server.Administration
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{
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/// <summary>
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/// System to provide various global admin/debug verbs
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/// </summary>
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public class AdminVerbSystem : EntitySystem
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{
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[Dependency] private readonly IConGroupController _groupController = default!;
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[Dependency] private readonly IAdminManager _adminManager = default!;
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[Dependency] private readonly EuiManager _euiManager = default!;
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[Dependency] private readonly GhostRoleSystem _ghostRoleSystem = default!;
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[Dependency] private readonly VerbSystem _verbSystem = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<GetOtherVerbsEvent>(AddDebugVerbs);
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}
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private void AddDebugVerbs(GetOtherVerbsEvent args)
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{
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if (!args.User.TryGetComponent<ActorComponent>(out var actor))
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return;
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var player = actor.PlayerSession;
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// Delete verb
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if (_groupController.CanCommand(player, "deleteentity"))
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{
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Verb verb = new();
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verb.Text = Loc.GetString("delete-verb-get-data-text");
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verb.Category = VerbCategory.Debug;
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verb.IconTexture = "/Textures/Interface/VerbIcons/delete.svg.192dpi.png";
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verb.Act = () => args.Target.Delete();
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args.Verbs.Add(verb);
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}
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// Rejuvenate verb
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if (_groupController.CanCommand(player, "rejuvenate"))
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{
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Verb verb = new();
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verb.Text = Loc.GetString("rejuvenate-verb-get-data-text");
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verb.Category = VerbCategory.Debug;
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verb.IconTexture = "/Textures/Interface/VerbIcons/rejuvenate.svg.192dpi.png";
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verb.Act = () => RejuvenateCommand.PerformRejuvenate(args.Target);
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args.Verbs.Add(verb);
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}
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// Control mob verb
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if (_groupController.CanCommand(player, "controlmob") &&
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args.User != args.Target &&
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args.User.HasComponent<MindComponent>() &&
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args.Target.TryGetComponent<MindComponent>(out var targetMind))
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{
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Verb verb = new();
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verb.Text = Loc.GetString("control-mob-verb-get-data-text");
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verb.Category = VerbCategory.Debug;
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// TODO VERB ICON control mob icon
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verb.Act = () =>
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{
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targetMind.Mind?.TransferTo(null);
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player.ContentData()?.Mind?.TransferTo(args.Target, ghostCheckOverride: true);
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};
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args.Verbs.Add(verb);
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}
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// Make Sentient verb
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if (_groupController.CanCommand(player, "makesentient") &&
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args.User != args.Target &&
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!args.Target.HasComponent<MindComponent>())
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{
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Verb verb = new();
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verb.Text = Loc.GetString("make-sentient-verb-get-data-text");
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verb.Category = VerbCategory.Debug;
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verb.IconTexture = "/Textures/Interface/VerbIcons/sentient.svg.192dpi.png";
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verb.Act = () => MakeSentientCommand.MakeSentient(args.Target);
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args.Verbs.Add(verb);
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}
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// Set clothing verb
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if (_groupController.CanCommand(player, "setoutfit") &&
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args.Target.HasComponent<InventoryComponent>())
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{
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Verb verb = new();
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verb.Text = Loc.GetString("set-outfit-verb-get-data-text");
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verb.Category = VerbCategory.Debug;
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verb.IconTexture = "/Textures/Interface/VerbIcons/outfit.svg.192dpi.png";
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verb.Act = () => _euiManager.OpenEui(new SetOutfitEui(args.Target), player);
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args.Verbs.Add(verb);
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}
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// In range unoccluded verb
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if (_groupController.CanCommand(player, "inrangeunoccluded"))
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{
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Verb verb = new();
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verb.Text = Loc.GetString("in-range-unoccluded-verb-get-data-text");
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verb.Category = VerbCategory.Debug;
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verb.IconTexture = "/Textures/Interface/VerbIcons/information.svg.192dpi.png";
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verb.Act = () =>
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{
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var message = args.User.InRangeUnOccluded(args.Target)
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? Loc.GetString("in-range-unoccluded-verb-on-activate-not-occluded")
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: Loc.GetString("in-range-unoccluded-verb-on-activate-occluded");
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args.Target.PopupMessage(args.User, message);
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};
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args.Verbs.Add(verb);
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}
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// Get Disposal tube direction verb
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if (_groupController.CanCommand(player, "tubeconnections") &&
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args.Target.TryGetComponent<IDisposalTubeComponent>(out var tube))
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{
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Verb verb = new();
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verb.Text = Loc.GetString("tube-direction-verb-get-data-text");
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verb.Category = VerbCategory.Debug;
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verb.IconTexture = "/Textures/Interface/VerbIcons/information.svg.192dpi.png";
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verb.Act = () => tube.PopupDirections(args.User);
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args.Verbs.Add(verb);
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}
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// Make ghost role verb
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if (_groupController.CanCommand(player, "makeghostrole") &&
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!(args.Target.GetComponentOrNull<MindComponent>()?.HasMind ?? false))
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{
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Verb verb = new();
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verb.Text = Loc.GetString("make-ghost-role-verb-get-data-text");
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verb.Category = VerbCategory.Debug;
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// TODO VERB ICON add ghost icon
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// Where is the national park service icon for haunted forests?
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verb.Act = () => _ghostRoleSystem.OpenMakeGhostRoleEui(player, args.Target.Uid);
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args.Verbs.Add(verb);
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}
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// Configuration verb. Is this even used for anything!?
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if (_groupController.CanAdminMenu(player) &&
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args.Target.TryGetComponent<ConfigurationComponent>(out var config))
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{
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Verb verb = new();
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verb.Text = Loc.GetString("configure-verb-get-data-text");
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verb.IconTexture = "/Textures/Interface/VerbIcons/settings.svg.192dpi.png";
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verb.Category = VerbCategory.Debug;
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verb.Act = () => config.OpenUserInterface(actor);
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args.Verbs.Add(verb);
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}
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// Add reagent verb
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if (_adminManager.HasAdminFlag(player, AdminFlags.Fun) &&
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args.Target.HasComponent<SolutionContainerManagerComponent>())
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{
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Verb verb = new();
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verb.Text = Loc.GetString("admin-add-reagent-verb-get-data-text");
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verb.Category = VerbCategory.Debug;
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verb.IconTexture = "/Textures/Interface/VerbIcons/spill.svg.192dpi.png";
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verb.Act = () => _euiManager.OpenEui(new AdminAddReagentEui(args.Target), player);
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// TODO CHEMISTRY
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// Add reagent ui broke after solution refactor. Needs fixing
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verb.Disabled = true;
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verb.Tooltip = "Currently non functional after solution refactor.";
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verb.Priority = -2;
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args.Verbs.Add(verb);
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}
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}
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}
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}
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