Files
tbd-station-14/Content.Server/Administration/AdminVerbSystem.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

189 lines
8.1 KiB
C#

using Content.Server.Administration.Commands;
using Content.Server.Administration.Managers;
using Content.Server.Administration.UI;
using Content.Server.Configurable;
using Content.Server.Disposal.Tube.Components;
using Content.Server.EUI;
using Content.Server.Ghost.Roles;
using Content.Server.Inventory.Components;
using Content.Server.Mind.Commands;
using Content.Server.Mind.Components;
using Content.Server.Players;
using Content.Server.Verbs;
using Content.Shared.Administration;
using Content.Shared.Chemistry.Components.SolutionManager;
using Content.Shared.Interaction.Helpers;
using Content.Shared.Popups;
using Content.Shared.Verbs;
using Robust.Server.Console;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
namespace Content.Server.Administration
{
/// <summary>
/// System to provide various global admin/debug verbs
/// </summary>
public class AdminVerbSystem : EntitySystem
{
[Dependency] private readonly IConGroupController _groupController = default!;
[Dependency] private readonly IAdminManager _adminManager = default!;
[Dependency] private readonly EuiManager _euiManager = default!;
[Dependency] private readonly GhostRoleSystem _ghostRoleSystem = default!;
[Dependency] private readonly VerbSystem _verbSystem = default!;
public override void Initialize()
{
SubscribeLocalEvent<GetOtherVerbsEvent>(AddDebugVerbs);
}
private void AddDebugVerbs(GetOtherVerbsEvent args)
{
if (!args.User.TryGetComponent<ActorComponent>(out var actor))
return;
var player = actor.PlayerSession;
// Delete verb
if (_groupController.CanCommand(player, "deleteentity"))
{
Verb verb = new();
verb.Text = Loc.GetString("delete-verb-get-data-text");
verb.Category = VerbCategory.Debug;
verb.IconTexture = "/Textures/Interface/VerbIcons/delete.svg.192dpi.png";
verb.Act = () => args.Target.Delete();
args.Verbs.Add(verb);
}
// Rejuvenate verb
if (_groupController.CanCommand(player, "rejuvenate"))
{
Verb verb = new();
verb.Text = Loc.GetString("rejuvenate-verb-get-data-text");
verb.Category = VerbCategory.Debug;
verb.IconTexture = "/Textures/Interface/VerbIcons/rejuvenate.svg.192dpi.png";
verb.Act = () => RejuvenateCommand.PerformRejuvenate(args.Target);
args.Verbs.Add(verb);
}
// Control mob verb
if (_groupController.CanCommand(player, "controlmob") &&
args.User != args.Target &&
args.User.HasComponent<MindComponent>() &&
args.Target.TryGetComponent<MindComponent>(out var targetMind))
{
Verb verb = new();
verb.Text = Loc.GetString("control-mob-verb-get-data-text");
verb.Category = VerbCategory.Debug;
// TODO VERB ICON control mob icon
verb.Act = () =>
{
targetMind.Mind?.TransferTo(null);
player.ContentData()?.Mind?.TransferTo(args.Target, ghostCheckOverride: true);
};
args.Verbs.Add(verb);
}
// Make Sentient verb
if (_groupController.CanCommand(player, "makesentient") &&
args.User != args.Target &&
!args.Target.HasComponent<MindComponent>())
{
Verb verb = new();
verb.Text = Loc.GetString("make-sentient-verb-get-data-text");
verb.Category = VerbCategory.Debug;
verb.IconTexture = "/Textures/Interface/VerbIcons/sentient.svg.192dpi.png";
verb.Act = () => MakeSentientCommand.MakeSentient(args.Target);
args.Verbs.Add(verb);
}
// Set clothing verb
if (_groupController.CanCommand(player, "setoutfit") &&
args.Target.HasComponent<InventoryComponent>())
{
Verb verb = new();
verb.Text = Loc.GetString("set-outfit-verb-get-data-text");
verb.Category = VerbCategory.Debug;
verb.IconTexture = "/Textures/Interface/VerbIcons/outfit.svg.192dpi.png";
verb.Act = () => _euiManager.OpenEui(new SetOutfitEui(args.Target), player);
args.Verbs.Add(verb);
}
// In range unoccluded verb
if (_groupController.CanCommand(player, "inrangeunoccluded"))
{
Verb verb = new();
verb.Text = Loc.GetString("in-range-unoccluded-verb-get-data-text");
verb.Category = VerbCategory.Debug;
verb.IconTexture = "/Textures/Interface/VerbIcons/information.svg.192dpi.png";
verb.Act = () =>
{
var message = args.User.InRangeUnOccluded(args.Target)
? Loc.GetString("in-range-unoccluded-verb-on-activate-not-occluded")
: Loc.GetString("in-range-unoccluded-verb-on-activate-occluded");
args.Target.PopupMessage(args.User, message);
};
args.Verbs.Add(verb);
}
// Get Disposal tube direction verb
if (_groupController.CanCommand(player, "tubeconnections") &&
args.Target.TryGetComponent<IDisposalTubeComponent>(out var tube))
{
Verb verb = new();
verb.Text = Loc.GetString("tube-direction-verb-get-data-text");
verb.Category = VerbCategory.Debug;
verb.IconTexture = "/Textures/Interface/VerbIcons/information.svg.192dpi.png";
verb.Act = () => tube.PopupDirections(args.User);
args.Verbs.Add(verb);
}
// Make ghost role verb
if (_groupController.CanCommand(player, "makeghostrole") &&
!(args.Target.GetComponentOrNull<MindComponent>()?.HasMind ?? false))
{
Verb verb = new();
verb.Text = Loc.GetString("make-ghost-role-verb-get-data-text");
verb.Category = VerbCategory.Debug;
// TODO VERB ICON add ghost icon
// Where is the national park service icon for haunted forests?
verb.Act = () => _ghostRoleSystem.OpenMakeGhostRoleEui(player, args.Target.Uid);
args.Verbs.Add(verb);
}
// Configuration verb. Is this even used for anything!?
if (_groupController.CanAdminMenu(player) &&
args.Target.TryGetComponent<ConfigurationComponent>(out var config))
{
Verb verb = new();
verb.Text = Loc.GetString("configure-verb-get-data-text");
verb.IconTexture = "/Textures/Interface/VerbIcons/settings.svg.192dpi.png";
verb.Category = VerbCategory.Debug;
verb.Act = () => config.OpenUserInterface(actor);
args.Verbs.Add(verb);
}
// Add reagent verb
if (_adminManager.HasAdminFlag(player, AdminFlags.Fun) &&
args.Target.HasComponent<SolutionContainerManagerComponent>())
{
Verb verb = new();
verb.Text = Loc.GetString("admin-add-reagent-verb-get-data-text");
verb.Category = VerbCategory.Debug;
verb.IconTexture = "/Textures/Interface/VerbIcons/spill.svg.192dpi.png";
verb.Act = () => _euiManager.OpenEui(new AdminAddReagentEui(args.Target), player);
// TODO CHEMISTRY
// Add reagent ui broke after solution refactor. Needs fixing
verb.Disabled = true;
verb.Tooltip = "Currently non functional after solution refactor.";
verb.Priority = -2;
args.Verbs.Add(verb);
}
}
}
}