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

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