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

View File

@@ -0,0 +1,73 @@
using Content.Server.Atmos.Components;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Nutrition.Components;
using Content.Server.Nutrition.EntitySystems;
using Content.Server.Stunnable.Components;
using Content.Shared.Administration;
using Content.Shared.Damage;
using Content.Shared.MobState;
using Content.Shared.Nutrition.Components;
using Robust.Server.Player;
using Robust.Shared.Console;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
namespace Content.Server.Administration.Commands
{
[AdminCommand(AdminFlags.Admin)]
public class RejuvenateCommand : IConsoleCommand
{
public string Command => "rejuvenate";
public string Description => Loc.GetString("rejuvenate-command-description");
public string Help => Loc.GetString("rejuvenate-command-help-text");
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
var player = shell.Player as IPlayerSession;
if (args.Length < 1 && player != null) //Try to heal the users mob if applicable
{
shell.WriteLine(Loc.GetString("rejuvenate-command-self-heal-message"));
if (player.AttachedEntity == null)
{
shell.WriteLine(Loc.GetString("rejuvenate-command-no-entity-attached-message"));
return;
}
PerformRejuvenate(player.AttachedEntity);
}
var entityManager = IoCManager.Resolve<IEntityManager>();
foreach (var arg in args)
{
if(!EntityUid.TryParse(arg, out var uid) || !entityManager.TryGetEntity(uid, out var entity))
{
shell.WriteLine(Loc.GetString("shell-could-not-find-entity",("entity", arg)));
continue;
}
PerformRejuvenate(entity);
}
}
public static void PerformRejuvenate(IEntity target)
{
target.GetComponentOrNull<IMobStateComponent>()?.UpdateState(0);
target.GetComponentOrNull<HungerComponent>()?.ResetFood();
target.GetComponentOrNull<ThirstComponent>()?.ResetThirst();
target.GetComponentOrNull<StunnableComponent>()?.ResetStuns();
EntitySystem.Get<FlammableSystem>().Extinguish(target.Uid);
if (target.TryGetComponent(out DamageableComponent? damageable))
{
EntitySystem.Get<DamageableSystem>().SetAllDamage(damageable, 0);
}
if (target.TryGetComponent(out CreamPiedComponent? creamPied))
{
EntitySystem.Get<CreamPieSystem>().SetCreamPied(target.Uid, creamPied, false);
}
}
}
}