Patched Actions Rework (#6899)

* Rejig Actions

* fix merge errors

* lambda-b-gon

* fix PAI, add innate actions

* Revert "fix PAI, add innate actions"

This reverts commit 4b501ac083e979e31ebd98d7b98077e0dbdd344b.

* Just fix by making nullable.

if only require: true actually did something somehow.

* Make AddActions() ensure an actions component

and misc comments

* misc cleanup

* Limit range even when not checking for obstructions

* remove old guardian code

* rename function and make EntityUid nullable

* fix magboot bug

* fix action search menu

* make targeting toggle all equivalent actions

* fix combat popups (enabling <-> disabling)

* fix networking

* Allow action locking

* prevent telepathy
This commit is contained in:
Leon Friedrich
2022-02-26 18:24:08 +13:00
committed by GitHub
parent d32f884157
commit ff7d4ed9f6
135 changed files with 3156 additions and 5166 deletions

View File

@@ -1,25 +1,19 @@
using System.Collections.Generic;
using Content.Server.Clothing.Components;
using Content.Server.Actions;
using Content.Server.Light.Components;
using Content.Server.Popups;
using Content.Server.PowerCell;
using Content.Shared.ActionBlocker;
using Content.Shared.Actions;
using Content.Shared.Actions.Components;
using Content.Shared.Examine;
using Content.Shared.Interaction;
using Content.Shared.Item;
using Content.Shared.Light.Component;
using Content.Shared.Rounding;
using Content.Shared.Toggleable;
using Content.Shared.Verbs;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Maths;
using Robust.Shared.Player;
using Robust.Shared.Utility;
@@ -30,6 +24,7 @@ namespace Content.Server.Light.EntitySystems
{
[Dependency] private readonly PopupSystem _popup = default!;
[Dependency] private readonly PowerCellSystem _powerCell = default!;
[Dependency] private readonly ActionsSystem _actionSystem = default!;
// TODO: Ideally you'd be able to subscribe to power stuff to get events at certain percentages.. or something?
// But for now this will be better anyway.
@@ -47,6 +42,27 @@ namespace Content.Server.Light.EntitySystems
SubscribeLocalEvent<HandheldLightComponent, GetVerbsEvent<ActivationVerb>>(AddToggleLightVerb);
SubscribeLocalEvent<HandheldLightComponent, ActivateInWorldEvent>(OnActivate);
SubscribeLocalEvent<HandheldLightComponent, GetActionsEvent>(OnGetActions);
SubscribeLocalEvent<HandheldLightComponent, ToggleActionEvent>(OnToggleAction);
}
private void OnGetActions(EntityUid uid, HandheldLightComponent component, GetActionsEvent args)
{
args.Actions.Add(component.ToggleAction);
}
private void OnToggleAction(EntityUid uid, HandheldLightComponent component, ToggleActionEvent args)
{
if (args.Handled)
return;
if (component.Activated)
TurnOff(component);
else
TurnOn(args.Performer, component);
args.Handled = true;
}
private void OnGetState(EntityUid uid, HandheldLightComponent component, ref ComponentGetState args)
@@ -155,7 +171,6 @@ namespace Content.Server.Light.EntitySystems
SetState(component, false);
component.Activated = false;
UpdateLightAction(component);
_activeLights.Remove(component);
component.LastLevel = null;
component.Dirty(EntityManager);
@@ -174,7 +189,6 @@ namespace Content.Server.Light.EntitySystems
{
SoundSystem.Play(Filter.Pvs(component.Owner), component.TurnOnFailSound.GetSound(), component.Owner);
_popup.PopupEntity(Loc.GetString("handheld-light-component-cell-missing-message"), component.Owner, Filter.Entities(user));
UpdateLightAction(component);
return false;
}
@@ -185,12 +199,10 @@ namespace Content.Server.Light.EntitySystems
{
SoundSystem.Play(Filter.Pvs(component.Owner), component.TurnOnFailSound.GetSound(), component.Owner);
_popup.PopupEntity(Loc.GetString("handheld-light-component-cell-dead-message"), component.Owner, Filter.Entities(user));
UpdateLightAction(component);
return false;
}
component.Activated = true;
UpdateLightAction(component);
SetState(component, true);
_activeLights.Add(component);
component.LastLevel = GetLevel(component);
@@ -217,13 +229,8 @@ namespace Content.Server.Light.EntitySystems
{
item.EquippedPrefix = on ? "on" : "off";
}
}
private void UpdateLightAction(HandheldLightComponent component)
{
if (!EntityManager.TryGetComponent(component.Owner, out ItemActionsComponent? actions)) return;
actions.Toggle(ItemActionType.ToggleLight, component.Activated);
_actionSystem.SetToggled(component.ToggleAction, on);
}
public void TryUpdate(HandheldLightComponent component, float frameTime)