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

@@ -14,7 +14,6 @@ using Content.Shared.Interaction;
using Content.Shared.Popups;
using Content.Shared.Random.Helpers;
using Content.Shared.Sound;
using Content.Shared.Verbs;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
@@ -38,10 +37,10 @@ namespace Content.Server.Chemistry.Components
public class ChemMasterComponent : SharedChemMasterComponent, IActivate, IInteractUsing
{
[ViewVariables]
private ContainerSlot _beakerContainer = default!;
public ContainerSlot BeakerContainer = default!;
[ViewVariables]
private bool HasBeaker => _beakerContainer.ContainedEntity != null;
public bool HasBeaker => BeakerContainer.ContainedEntity != null;
[ViewVariables]
private bool _bufferModeTransfer = true;
@@ -74,7 +73,7 @@ namespace Content.Server.Chemistry.Components
UserInterface.OnReceiveMessage += OnUiReceiveMessage;
}
_beakerContainer =
BeakerContainer =
ContainerHelpers.EnsureContainer<ContainerSlot>(Owner, $"{Name}-reagentContainerContainer");
_bufferSolution = EntitySystem.Get<SolutionContainerSystem>().EnsureSolution(Owner, SolutionName);
@@ -177,7 +176,7 @@ namespace Content.Server.Chemistry.Components
/// <returns>Returns a <see cref="SharedChemMasterComponent.ChemMasterBoundUserInterfaceState"/></returns>
private ChemMasterBoundUserInterfaceState GetUserInterfaceState()
{
var beaker = _beakerContainer.ContainedEntity;
var beaker = BeakerContainer.ContainedEntity;
EntitySystem.Get<SolutionContainerSystem>().TryGetSolution(beaker, SolutionName, out var beakerSolution);
// TODO this is just a guess
if (beaker == null || beakerSolution == null)
@@ -204,17 +203,17 @@ namespace Content.Server.Chemistry.Components
/// If this component contains an entity with a <see cref="Solution"/>, eject it.
/// Tries to eject into user's hands first, then ejects onto chem master if both hands are full.
/// </summary>
private void TryEject(IEntity user)
public void TryEject(IEntity user)
{
if (!HasBeaker)
return;
var beaker = _beakerContainer.ContainedEntity;
var beaker = BeakerContainer.ContainedEntity;
if (beaker is null)
return;
_beakerContainer.Remove(beaker);
BeakerContainer.Remove(beaker);
UpdateUserInterface();
if (!user.TryGetComponent<HandsComponent>(out var hands) ||
@@ -227,7 +226,7 @@ namespace Content.Server.Chemistry.Components
private void TransferReagent(string id, ReagentUnit amount, bool isBuffer)
{
if (!HasBeaker && _bufferModeTransfer) return;
var beaker = _beakerContainer.ContainedEntity;
var beaker = BeakerContainer.ContainedEntity;
if (beaker is null)
return;
@@ -428,7 +427,7 @@ namespace Content.Server.Chemistry.Components
}
else
{
_beakerContainer.Insert(activeHandEntity);
BeakerContainer.Insert(activeHandEntity);
UpdateUserInterface();
}
}
@@ -445,29 +444,5 @@ namespace Content.Server.Chemistry.Components
{
SoundSystem.Play(Filter.Pvs(Owner), _clickSound.GetSound(), Owner, AudioParams.Default.WithVolume(-2f));
}
[Verb]
public sealed class EjectBeakerVerb : Verb<ChemMasterComponent>
{
public override bool AlternativeInteraction => true;
protected override void GetData(IEntity user, ChemMasterComponent component, VerbData data)
{
if (!EntitySystem.Get<ActionBlockerSystem>().CanInteract(user))
{
data.Visibility = VerbVisibility.Invisible;
return;
}
data.Text = Loc.GetString("eject-beaker-verb-get-data-text");
data.Visibility = component.HasBeaker ? VerbVisibility.Visible : VerbVisibility.Invisible;
data.IconTexture = "/Textures/Interface/VerbIcons/eject.svg.192dpi.png";
}
protected override void Activate(IEntity user, ChemMasterComponent component)
{
component.TryEject(user);
}
}
}
}