Files
tbd-station-14/Content.Server/Access/Components/IdCardConsoleComponent.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

259 lines
9.1 KiB
C#

using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Content.Server.Power.Components;
using Content.Server.UserInterface;
using Content.Shared.Access;
using Content.Shared.Acts;
using Content.Shared.Hands.Components;
using Content.Shared.Interaction;
using Content.Shared.Popups;
using Robust.Server.GameObjects;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Prototypes;
using Robust.Shared.ViewVariables;
namespace Content.Server.Access.Components
{
[RegisterComponent]
[ComponentReference(typeof(IActivate))]
public class IdCardConsoleComponent : SharedIdCardConsoleComponent, IActivate, IInteractUsing, IBreakAct
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
public ContainerSlot PrivilegedIdContainer = default!;
public ContainerSlot TargetIdContainer = default!;
[ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(IdCardConsoleUiKey.Key);
[ViewVariables] private bool Powered => !Owner.TryGetComponent(out ApcPowerReceiverComponent? receiver) || receiver.Powered;
public bool PrivilegedIDEmpty => PrivilegedIdContainer.ContainedEntities.Count < 1;
public bool TargetIDEmpty => TargetIdContainer.ContainedEntities.Count < 1;
protected override void Initialize()
{
base.Initialize();
PrivilegedIdContainer = ContainerHelpers.EnsureContainer<ContainerSlot>(Owner, $"{Name}-privilegedId");
TargetIdContainer = ContainerHelpers.EnsureContainer<ContainerSlot>(Owner, $"{Name}-targetId");
Owner.EnsureComponentWarn<AccessReader>();
Owner.EnsureComponentWarn<ServerUserInterfaceComponent>();
if (UserInterface != null)
{
UserInterface.OnReceiveMessage += OnUiReceiveMessage;
}
UpdateUserInterface();
}
private void OnUiReceiveMessage(ServerBoundUserInterfaceMessage obj)
{
if (obj.Session.AttachedEntity == null)
{
return;
}
switch (obj.Message)
{
case IdButtonPressedMessage msg:
switch (msg.Button)
{
case UiButton.PrivilegedId:
HandleId(obj.Session.AttachedEntity, PrivilegedIdContainer);
break;
case UiButton.TargetId:
HandleId(obj.Session.AttachedEntity, TargetIdContainer);
break;
}
break;
case WriteToTargetIdMessage msg:
TryWriteToTargetId(msg.FullName, msg.JobTitle, msg.AccessList);
break;
}
UpdateUserInterface();
}
/// <summary>
/// Returns true if there is an ID in <see cref="PrivilegedIdContainer"/> and said ID satisfies the requirements of <see cref="AccessReader"/>.
/// </summary>
private bool PrivilegedIdIsAuthorized()
{
if (!Owner.TryGetComponent(out AccessReader? reader))
{
return true;
}
var privilegedIdEntity = PrivilegedIdContainer.ContainedEntity;
return privilegedIdEntity != null && reader.IsAllowed(privilegedIdEntity);
}
/// <summary>
/// Called when the "Submit" button in the UI gets pressed.
/// Writes data passed from the UI into the ID stored in <see cref="TargetIdContainer"/>, if present.
/// </summary>
private void TryWriteToTargetId(string newFullName, string newJobTitle, List<string> newAccessList)
{
if (!PrivilegedIdIsAuthorized() || TargetIdContainer.ContainedEntity == null)
{
return;
}
var targetIdEntity = TargetIdContainer.ContainedEntity;
var targetIdComponent = targetIdEntity.GetComponent<IdCardComponent>();
targetIdComponent.FullName = newFullName;
targetIdComponent.JobTitle = newJobTitle;
if (!newAccessList.TrueForAll(x => _prototypeManager.HasIndex<AccessLevelPrototype>(x)))
{
Logger.Warning("Tried to write unknown access tag.");
return;
}
var targetIdAccess = targetIdEntity.GetComponent<AccessComponent>();
targetIdAccess.SetTags(newAccessList);
}
/// <summary>
/// Called when one of the insert/remove ID buttons gets pressed.
/// </summary>
private void HandleId(IEntity user, ContainerSlot container)
{
if (!user.TryGetComponent(out SharedHandsComponent? hands))
{
Owner.PopupMessage(user, Loc.GetString("access-id-card-console-component-no-hands-error"));
return;
}
if (container.ContainedEntity == null)
{
InsertIdFromHand(user, container, hands);
}
else
{
PutIdInHand(container, hands);
}
}
public void InsertIdFromHand(IEntity user, ContainerSlot container, SharedHandsComponent hands)
{
if (!hands.TryGetActiveHeldEntity(out var heldEntity))
return;
if (!heldEntity.HasComponent<IdCardComponent>())
return;
if (!hands.TryPutHandIntoContainer(hands.ActiveHand!, container))
{
Owner.PopupMessage(user, Loc.GetString("access-id-card-console-component-cannot-let-go-error"));
return;
}
UpdateUserInterface();
}
public void PutIdInHand(ContainerSlot container, SharedHandsComponent hands)
{
var idEntity = container.ContainedEntity;
if (idEntity == null || !container.Remove(idEntity))
{
return;
}
UpdateUserInterface();
hands.TryPutInActiveHandOrAny(idEntity);
}
private void UpdateUserInterface()
{
var isPrivilegedIdPresent = PrivilegedIdContainer.ContainedEntity != null;
var targetIdEntity = TargetIdContainer.ContainedEntity;
IdCardConsoleBoundUserInterfaceState newState;
// this could be prettier
if (targetIdEntity == null)
{
newState = new IdCardConsoleBoundUserInterfaceState(
isPrivilegedIdPresent,
PrivilegedIdIsAuthorized(),
false,
null,
null,
null,
PrivilegedIdContainer.ContainedEntity?.Name ?? string.Empty,
TargetIdContainer.ContainedEntity?.Name ?? string.Empty);
}
else
{
var targetIdComponent = targetIdEntity.GetComponent<IdCardComponent>();
var targetAccessComponent = targetIdEntity.GetComponent<AccessComponent>();
newState = new IdCardConsoleBoundUserInterfaceState(
isPrivilegedIdPresent,
PrivilegedIdIsAuthorized(),
true,
targetIdComponent.FullName,
targetIdComponent.JobTitle,
targetAccessComponent.Tags.ToArray(),
PrivilegedIdContainer.ContainedEntity?.Name ?? string.Empty,
TargetIdContainer.ContainedEntity?.Name ?? string.Empty);
}
UserInterface?.SetState(newState);
}
void IActivate.Activate(ActivateEventArgs eventArgs)
{
if (!eventArgs.User.TryGetComponent(out ActorComponent? actor))
{
return;
}
if (!Powered) return;
UserInterface?.Open(actor.PlayerSession);
}
async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
{
var item = eventArgs.Using;
var user = eventArgs.User;
if (!PrivilegedIDEmpty && !TargetIDEmpty)
{
return false;
}
if (!item.HasComponent<IdCardComponent>() || !user.TryGetComponent(out SharedHandsComponent? hand))
{
return false;
}
if (PrivilegedIDEmpty)
{
InsertIdFromHand(user, PrivilegedIdContainer, hand);
}
else if (TargetIDEmpty)
{
InsertIdFromHand(user, TargetIdContainer, hand);
}
UpdateUserInterface();
return true;
}
public void OnBreak(BreakageEventArgs eventArgs)
{
var privileged = PrivilegedIdContainer.ContainedEntity;
if (privileged != null)
PrivilegedIdContainer.Remove(privileged);
var target = TargetIdContainer.ContainedEntity;
if (target != null)
TargetIdContainer.Remove(target);
}
}
}