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

@@ -76,7 +76,7 @@ namespace Content.Server.Storage.Components
private SoundSpecifier _openSound = new SoundPathSpecifier("/Audio/Effects/closetopen.ogg");
[ViewVariables]
protected Container Contents = default!;
public Container Contents = default!;
/// <summary>
/// Determines if the container contents should be drawn when the container is closed.
@@ -156,13 +156,6 @@ namespace Content.Server.Storage.Components
public virtual void Activate(ActivateEventArgs eventArgs)
{
// HACK until EntityStorageComponent gets refactored to the new ECS system
if (Owner.TryGetComponent<LockComponent>(out var @lock) && @lock.Locked)
{
// Do nothing, LockSystem is responsible for handling this case
return;
}
ToggleOpen(eventArgs.User);
}
@@ -173,6 +166,13 @@ namespace Content.Server.Storage.Components
if (!silent) Owner.PopupMessage(user, Loc.GetString("entity-storage-component-welded-shut-message"));
return false;
}
if (Owner.TryGetComponent<LockComponent>(out var @lock) && @lock.Locked)
{
if (!silent) Owner.PopupMessage(user, Loc.GetString("entity-storage-component-locked-message"));
return false;
}
return true;
}
@@ -181,7 +181,7 @@ namespace Content.Server.Storage.Components
return true;
}
private void ToggleOpen(IEntity user)
public void ToggleOpen(IEntity user)
{
if (Open)
{
@@ -422,48 +422,6 @@ namespace Content.Server.Storage.Components
return entityLookup.GetEntitiesIntersecting(Owner);
}
[Verb]
private sealed class OpenToggleVerb : Verb<EntityStorageComponent>
{
protected override void GetData(IEntity user, EntityStorageComponent component, VerbData data)
{
if (!EntitySystem.Get<ActionBlockerSystem>().CanInteract(user))
{
data.Visibility = VerbVisibility.Invisible;
return;
}
component.OpenVerbGetData(user, component, data);
}
/// <inheritdoc />
protected override void Activate(IEntity user, EntityStorageComponent component)
{
component.ToggleOpen(user);
}
}
protected virtual void OpenVerbGetData(IEntity user, EntityStorageComponent component, VerbData data)
{
if (!EntitySystem.Get<ActionBlockerSystem>().CanInteract(user) ||
component.Owner.TryGetComponent(out LockComponent? lockComponent) && lockComponent.Locked) // HACK extra check, until EntityStorage gets refactored
{
data.Visibility = VerbVisibility.Invisible;
return;
}
if (IsWeldedShut)
{
data.Visibility = VerbVisibility.Disabled;
var verb = Loc.GetString(component.Open ? "open-toggle-verb-close" : "open-toggle-verb-open");
data.Text = Loc.GetString("open-toggle-verb-welded-shut-message", ("verb", verb));
return;
}
data.Text = Loc.GetString(component.Open ? "open-toggle-verb-close" : "open-toggle-verb-open");
data.IconTexture = component.Open ? "/Textures/Interface/VerbIcons/close.svg.192dpi.png" : "/Textures/Interface/VerbIcons/open.svg.192dpi.png";
}
void IExAct.OnExplosion(ExplosionEventArgs eventArgs)
{
if (eventArgs.Severity < ExplosionSeverity.Heavy)