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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@@ -8,6 +8,7 @@ using Content.Server.Hands.Components;
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using Content.Server.Items;
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using Content.Server.Pulling;
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using Content.Server.Timing;
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using Content.Server.Verbs;
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using Content.Shared.ActionBlocker;
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using Content.Shared.DragDrop;
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using Content.Shared.Hands;
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@@ -17,6 +18,7 @@ using Content.Shared.Interaction;
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using Content.Shared.Interaction.Helpers;
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using Content.Shared.Inventory;
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using Content.Shared.Popups;
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using Content.Shared.Pulling.Components;
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using Content.Shared.Rotatable;
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using Content.Shared.Throwing;
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using Content.Shared.Verbs;
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@@ -47,6 +49,7 @@ namespace Content.Server.Interaction
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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[Dependency] private readonly VerbSystem _verbSystem = default!;
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[Dependency] private readonly PullingSystem _pullSystem = default!;
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public override void Initialize()
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@@ -311,7 +314,7 @@ namespace Content.Server.Interaction
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if (!InRangeUnobstructed(userEntity, pulledObject, popup: true))
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return false;
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if (!pulledObject.TryGetComponent(out PullableComponent? pull))
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if (!pulledObject.TryGetComponent(out SharedPullableComponent? pull))
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return false;
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return _pullSystem.TogglePull(userEntity, pull);
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@@ -380,13 +383,7 @@ namespace Content.Server.Interaction
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{
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// We are close to the nearby object.
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if (altInteract)
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// We are trying to use alternative interactions. Perform alternative interactions, using context
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// menu verbs.
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// Verbs can be triggered with an item in the hand, but currently there are no verbs that depend on
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// the currently held item. Maybe this if statement should be changed to
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// (altInteract && (item == null || item == target)).
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// Note that item == target will happen when alt-clicking the item currently in your hands.
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// Perform alternative interactions, using context menu verbs.
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AltInteract(user, target);
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else if (item != null && item != target)
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// We are performing a standard interaction with an item, and the target isn't the same as the item
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@@ -428,7 +425,7 @@ namespace Content.Server.Interaction
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if (user.TryGetComponent(out BuckleComponent? buckle) && (buckle.BuckledTo != null))
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{
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// We're buckled to another object. Is that object rotatable?
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if (buckle.BuckledTo!.Owner.TryGetComponent(out SharedRotatableComponent? rotatable) && rotatable.RotateWhileAnchored)
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if (buckle.BuckledTo!.Owner.TryGetComponent(out RotatableComponent? rotatable) && rotatable.RotateWhileAnchored)
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{
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// Note the assumption that even if unanchored, user can only do spinnychair with an "independent wheel".
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// (Since the user being buckled to it holds it down with their weight.)
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@@ -511,36 +508,20 @@ namespace Content.Server.Interaction
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/// Alternative interactions on an entity.
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/// </summary>
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/// <remarks>
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/// Uses the context menu verb list, and acts out the first verb marked as an alternative interaction. Note
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/// that this does not have any checks to see whether this interaction is valid, as these are all done in <see
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/// cref="UserInteraction(IEntity, EntityCoordinates, EntityUid, bool)"/>
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/// Uses the context menu verb list, and acts out the highest priority alternative interaction verb.
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/// </remarks>
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public void AltInteract(IEntity user, IEntity target)
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{
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// TODO VERB SYSTEM when ECS-ing verbs and re-writing VerbUtility.GetVerbs, maybe sort verbs by some
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// priority property, such that which verbs appear first is more predictable?.
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// Get list of alt-interact verbs
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GetAlternativeVerbsEvent getVerbEvent = new(user, target);
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RaiseLocalEvent(target.Uid, getVerbEvent);
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// Iterate through list of verbs that apply to target. We do not include global verbs here. If in the future
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// alt click should also support global verbs, this needs to be changed.
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foreach (var (component, verb) in VerbUtility.GetVerbs(target))
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foreach (var verb in getVerbEvent.Verbs)
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{
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// Check that the verb marked as an alternative interaction?
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if (!verb.AlternativeInteraction)
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if (verb.Disabled)
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continue;
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// Can the verb be acted out?
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if (!VerbUtility.VerbAccessChecks(user, target, verb))
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continue;
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// Is the verb currently enabled?
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var verbData = verb.GetData(user, component);
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if (verbData.IsInvisible || verbData.IsDisabled)
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continue;
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// Act out the verb. Note that, if there is more than one AlternativeInteraction verb, only the first
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// one is activated. The priority is effectively determined by the order in which VerbUtility.GetVerbs()
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// returns the verbs.
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verb.Activate(user, component);
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_verbSystem.TryExecuteVerb(verb);
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break;
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}
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}
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