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
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@@ -26,6 +26,7 @@ using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Random;
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using Content.Shared.Verbs;
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namespace Content.Server.Disposal.Unit.EntitySystems
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{
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@@ -33,7 +34,7 @@ namespace Content.Server.Disposal.Unit.EntitySystems
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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[Dependency] private readonly AtmosphereSystem _atmosSystem = default!;
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private readonly List<DisposalUnitComponent> _activeDisposals = new();
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@@ -58,6 +59,51 @@ namespace Content.Server.Disposal.Unit.EntitySystems
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SubscribeLocalEvent<DisposalUnitComponent, ActivateInWorldEvent>(HandleActivate);
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SubscribeLocalEvent<DisposalUnitComponent, InteractHandEvent>(HandleInteractHand);
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SubscribeLocalEvent<DisposalUnitComponent, InteractUsingEvent>(HandleInteractUsing);
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// Verbs
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SubscribeLocalEvent<DisposalUnitComponent, GetAlternativeVerbsEvent>(AddFlushEjectVerbs);
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SubscribeLocalEvent<DisposalUnitComponent, GetOtherVerbsEvent>(AddClimbInsideVerb);
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}
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private void AddFlushEjectVerbs(EntityUid uid, DisposalUnitComponent component, GetAlternativeVerbsEvent args)
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{
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if (!args.CanAccess || !args.CanInteract || component.ContainedEntities.Count == 0)
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return;
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// Verbs to flush the unit
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Verb flushVerb = new();
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flushVerb.Act = () => Engage(component);
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flushVerb.Text = Loc.GetString("disposal-flush-verb-get-data-text");
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flushVerb.IconTexture = "/Textures/Interface/VerbIcons/delete_transparent.svg.192dpi.png";
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flushVerb.Priority = 1;
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args.Verbs.Add(flushVerb);
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// Verb to eject the contents
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Verb ejectVerb = new();
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ejectVerb.Act = () => TryEjectContents(component);
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ejectVerb.Category = VerbCategory.Eject;
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ejectVerb.Text = Loc.GetString("disposal-eject-verb-contents");
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args.Verbs.Add(ejectVerb);
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}
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private void AddClimbInsideVerb(EntityUid uid, DisposalUnitComponent component, GetOtherVerbsEvent args)
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{
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// This is not an interaction, activation, or alternative verb type because unfortunately most users are
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// unwilling to accept that this is where they belong and don't want to accidentally climb inside.
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if (!args.CanAccess ||
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!args.CanInteract ||
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component.ContainedEntities.Contains(args.User) ||
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!_actionBlockerSystem.CanMove(args.User))
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return;
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// Add verb to climb inside of the unit,
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Verb verb = new();
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verb.Act = () => component.TryInsert(args.User, args.User);
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verb.Text = Loc.GetString("disposal-self-insert-verb-get-data-text");
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// TODO VERN ICON
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// TODO VERB CATEGORY
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// create a verb category for "enter"?
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// See also, medical scanner. Also maybe add verbs for entering lockers/body bags?
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args.Verbs.Add(verb);
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}
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public override void Update(float frameTime)
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