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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@@ -1,12 +1,6 @@
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using Content.Shared.ActionBlocker;
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using Content.Shared.Chemistry.Components.SolutionManager;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Interaction;
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using Content.Shared.Popups;
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using Content.Shared.Verbs;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Fluids.Components
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@@ -19,56 +13,6 @@ namespace Content.Server.Fluids.Components
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[DataField("solution")]
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public string SolutionName = "puddle";
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/// <summary>
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/// Transfers solution from the held container to the floor.
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/// </summary>
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[Verb]
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private sealed class SpillTargetVerb : Verb<SpillableComponent>
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{
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protected override void GetData(IEntity user, SpillableComponent component, VerbData data)
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{
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if (!EntitySystem.Get<ActionBlockerSystem>().CanInteract(user) ||
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!EntitySystem.Get<SolutionContainerSystem>()
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.TryGetDrainableSolution(component.Owner.Uid, out var solutionComponent))
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{
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data.Visibility = VerbVisibility.Invisible;
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return;
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}
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data.Text = Loc.GetString("spill-target-verb-get-data-text");
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data.Visibility = solutionComponent.DrainAvailable > ReagentUnit.Zero
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? VerbVisibility.Visible
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: VerbVisibility.Disabled;
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}
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protected override void Activate(IEntity user, SpillableComponent component)
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{
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var solutionsSys = EntitySystem.Get<SolutionContainerSystem>();
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if (component.Owner.HasComponent<SolutionContainerManagerComponent>())
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{
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if (solutionsSys.TryGetDrainableSolution(component.Owner.Uid, out var solutionComponent))
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{
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if (solutionComponent.DrainAvailable <= 0)
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{
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user.PopupMessage(user,
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Loc.GetString("spill-target-verb-activate-is-empty-message", ("owner", component.Owner)));
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}
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// Need this as when we split the component's owner may be deleted
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EntitySystem.Get<SolutionContainerSystem>()
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.Drain(component.Owner.Uid, solutionComponent, solutionComponent.DrainAvailable)
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.SpillAt(component.Owner.Transform.Coordinates, "PuddleSmear");
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}
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else
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{
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user.PopupMessage(user,
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Loc.GetString("spill-target-verb-activate-cannot-drain-message",
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("owner", component.Owner)));
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}
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}
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}
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}
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void IDropped.Dropped(DroppedEventArgs eventArgs)
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{
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if (!eventArgs.Intentional
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