* 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
86 lines
3.4 KiB
C#
86 lines
3.4 KiB
C#
using Content.Server.Fluids.Components;
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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.Verbs;
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using Content.Shared.Examine;
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using Content.Shared.Slippery;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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namespace Content.Server.Fluids
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{
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[UsedImplicitly]
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internal sealed class PuddleSystem : EntitySystem
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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_mapManager.TileChanged += HandleTileChanged;
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SubscribeLocalEvent<SpillableComponent, GetOtherVerbsEvent>(AddSpillVerb);
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SubscribeLocalEvent<PuddleComponent, ExaminedEvent>(HandlePuddleExamined);
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_mapManager.TileChanged -= HandleTileChanged;
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}
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private void AddSpillVerb(EntityUid uid, SpillableComponent component, GetOtherVerbsEvent args)
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{
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if (!args.CanAccess || !args.CanInteract)
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return;
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if (!_solutionContainerSystem.TryGetDrainableSolution(args.Target.Uid, out var solution))
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return;
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if (solution.DrainAvailable == ReagentUnit.Zero)
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return;
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Verb verb = new();
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verb.Text = Loc.GetString("spill-target-verb-get-data-text");
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// TODO VERB ICONS spill icon? pouring out a glass/beaker?
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verb.Act = () => _solutionContainerSystem.SplitSolution(args.Target.Uid,
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solution, solution.DrainAvailable).SpillAt(args.Target.Transform.Coordinates, "PuddleSmear");
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args.Verbs.Add(verb);
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}
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private void HandlePuddleExamined(EntityUid uid, PuddleComponent component, ExaminedEvent args)
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{
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if (EntityManager.TryGetComponent<SlipperyComponent>(uid, out var slippery) && slippery.Slippery)
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{
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args.PushText(Loc.GetString("puddle-component-examine-is-slipper-text"));
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}
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}
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//TODO: Replace all this with an Unanchored event that deletes the puddle
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private void HandleTileChanged(object? sender, TileChangedEventArgs eventArgs)
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{
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// If this gets hammered you could probably queue up all the tile changes every tick but I doubt that would ever happen.
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foreach (var puddle in EntityManager.EntityQuery<PuddleComponent>(true))
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{
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// If the tile becomes space then delete it (potentially change by design)
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var puddleTransform = puddle.Owner.Transform;
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if(!puddleTransform.Anchored)
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continue;
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var grid = _mapManager.GetGrid(puddleTransform.GridID);
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if (eventArgs.NewTile.GridIndex == puddle.Owner.Transform.GridID &&
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grid.TileIndicesFor(puddleTransform.Coordinates) == eventArgs.NewTile.GridIndices &&
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eventArgs.NewTile.Tile.IsEmpty)
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{
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puddle.Owner.QueueDelete();
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break; // Currently it's one puddle per tile, if that changes remove this
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}
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}
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}
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}
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}
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