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:
144
Content.Server/Buckle/Systems/BuckleSystem.cs
Normal file
144
Content.Server/Buckle/Systems/BuckleSystem.cs
Normal file
@@ -0,0 +1,144 @@
|
||||
using Content.Server.Buckle.Components;
|
||||
using Content.Server.Interaction;
|
||||
using Content.Shared.Buckle;
|
||||
using Content.Shared.Interaction;
|
||||
using Content.Shared.Verbs;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.Containers;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Localization;
|
||||
|
||||
namespace Content.Server.Buckle.Systems
|
||||
{
|
||||
[UsedImplicitly]
|
||||
internal sealed class BuckleSystem : SharedBuckleSystem
|
||||
{
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
UpdatesAfter.Add(typeof(InteractionSystem));
|
||||
UpdatesAfter.Add(typeof(InputSystem));
|
||||
|
||||
SubscribeLocalEvent<BuckleComponent, MoveEvent>(MoveEvent);
|
||||
|
||||
SubscribeLocalEvent<StrapComponent, RotateEvent>(RotateEvent);
|
||||
|
||||
SubscribeLocalEvent<BuckleComponent, EntInsertedIntoContainerMessage>(ContainerModifiedBuckle);
|
||||
SubscribeLocalEvent<StrapComponent, EntInsertedIntoContainerMessage>(ContainerModifiedStrap);
|
||||
|
||||
SubscribeLocalEvent<BuckleComponent, EntRemovedFromContainerMessage>(ContainerModifiedBuckle);
|
||||
SubscribeLocalEvent<StrapComponent, EntRemovedFromContainerMessage>(ContainerModifiedStrap);
|
||||
|
||||
SubscribeLocalEvent<BuckleComponent, InteractHandEvent>(HandleInteractHand);
|
||||
|
||||
SubscribeLocalEvent<BuckleComponent, GetInteractionVerbsEvent>(AddUnbuckleVerb);
|
||||
}
|
||||
|
||||
private void AddUnbuckleVerb(EntityUid uid, BuckleComponent component, GetInteractionVerbsEvent args)
|
||||
{
|
||||
if (!args.CanAccess || !args.CanInteract || !component.Buckled)
|
||||
return;
|
||||
|
||||
Verb verb = new();
|
||||
verb.Act = () => component.TryUnbuckle(args.User);
|
||||
verb.Category = VerbCategory.Unbuckle;
|
||||
|
||||
if (args.Target == args.User && args.Using == null)
|
||||
{
|
||||
// A user is left clicking themselves with an empty hand, while buckled.
|
||||
// It is very likely they are trying to unbuckle themselves.
|
||||
verb.Priority = 1;
|
||||
}
|
||||
|
||||
args.Verbs.Add(verb);
|
||||
}
|
||||
|
||||
private void HandleInteractHand(EntityUid uid, BuckleComponent component, InteractHandEvent args)
|
||||
{
|
||||
args.Handled = component.TryUnbuckle(args.User);
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
foreach (var (buckle, physics) in EntityManager.EntityQuery<BuckleComponent, PhysicsComponent>())
|
||||
{
|
||||
buckle.Update(physics);
|
||||
}
|
||||
}
|
||||
|
||||
private void MoveEvent(EntityUid uid, BuckleComponent buckle, ref MoveEvent ev)
|
||||
{
|
||||
var strap = buckle.BuckledTo;
|
||||
|
||||
if (strap == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var strapPosition = strap.Owner.Transform.Coordinates.Offset(buckle.BuckleOffset);
|
||||
|
||||
if (ev.NewPosition.InRange(EntityManager, strapPosition, 0.2f))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
buckle.TryUnbuckle(buckle.Owner, true);
|
||||
}
|
||||
|
||||
private void RotateEvent(EntityUid uid, StrapComponent strap, ref RotateEvent ev)
|
||||
{
|
||||
// On rotation of a strap, reattach all buckled entities.
|
||||
// This fixes buckle offsets and draw depths.
|
||||
foreach (var buckledEntity in strap.BuckledEntities)
|
||||
{
|
||||
if (!buckledEntity.TryGetComponent(out BuckleComponent? buckled))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
buckled.ReAttach(strap);
|
||||
buckled.Dirty();
|
||||
}
|
||||
}
|
||||
|
||||
private void ContainerModifiedBuckle(EntityUid uid, BuckleComponent buckle, ContainerModifiedMessage message)
|
||||
{
|
||||
ContainerModifiedReAttach(buckle, buckle.BuckledTo);
|
||||
}
|
||||
private void ContainerModifiedStrap(EntityUid uid, StrapComponent strap, ContainerModifiedMessage message)
|
||||
{
|
||||
foreach (var buckledEntity in strap.BuckledEntities)
|
||||
{
|
||||
if (!buckledEntity.TryGetComponent(out BuckleComponent? buckled))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
ContainerModifiedReAttach(buckled, strap);
|
||||
}
|
||||
}
|
||||
|
||||
private void ContainerModifiedReAttach(BuckleComponent buckle, StrapComponent? strap)
|
||||
{
|
||||
if (strap == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var contained = buckle.Owner.TryGetContainer(out var ownContainer);
|
||||
var strapContained = strap.Owner.TryGetContainer(out var strapContainer);
|
||||
|
||||
if (contained != strapContained || ownContainer != strapContainer)
|
||||
{
|
||||
buckle.TryUnbuckle(buckle.Owner, true);
|
||||
return;
|
||||
}
|
||||
|
||||
if (!contained)
|
||||
{
|
||||
buckle.ReAttach(strap);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user