Files
tbd-station-14/Content.Server/Fluids/PuddleSystem.cs
Leon Friedrich 6cb58e608b 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
2021-10-04 20:29:03 -07:00

86 lines
3.4 KiB
C#

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