* 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
223 lines
7.5 KiB
C#
223 lines
7.5 KiB
C#
using System.Collections.Generic;
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using System.Threading.Tasks;
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using Content.Server.UserInterface;
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using Content.Shared.Body.Components;
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using Content.Shared.Body.Mechanism;
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using Content.Shared.Body.Part;
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using Content.Shared.Body.Surgery;
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using Content.Shared.Interaction;
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using Content.Shared.Popups;
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using Content.Shared.Random.Helpers;
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using Content.Shared.Verbs;
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using Robust.Server.Console;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.Containers;
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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.Log;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Body.Part
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedBodyPartComponent))]
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public class BodyPartComponent : SharedBodyPartComponent, IAfterInteract
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{
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private readonly Dictionary<int, object> _optionsCache = new();
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private SharedBodyComponent? _owningBodyCache;
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private int _idHash;
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private IEntity? _surgeonCache;
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private Container _mechanismContainer = default!;
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[ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(SurgeryUIKey.Key);
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public override bool CanAddMechanism(SharedMechanismComponent mechanism)
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{
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return base.CanAddMechanism(mechanism) &&
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_mechanismContainer.CanInsert(mechanism.Owner);
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}
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protected override void OnAddMechanism(SharedMechanismComponent mechanism)
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{
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base.OnAddMechanism(mechanism);
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_mechanismContainer.Insert(mechanism.Owner);
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}
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protected override void OnRemoveMechanism(SharedMechanismComponent mechanism)
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{
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base.OnRemoveMechanism(mechanism);
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_mechanismContainer.Remove(mechanism.Owner);
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mechanism.Owner.RandomOffset(0.25f);
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}
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protected override void Initialize()
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{
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base.Initialize();
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_mechanismContainer = Owner.EnsureContainer<Container>($"{Name}-{nameof(BodyPartComponent)}");
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// This is ran in Startup as entities spawned in Initialize
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// are not synced to the client since they are assumed to be
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// identical on it
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foreach (var mechanismId in MechanismIds)
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{
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var entity = Owner.EntityManager.SpawnEntity(mechanismId, Owner.Transform.MapPosition);
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if (!entity.TryGetComponent(out SharedMechanismComponent? mechanism))
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{
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Logger.Error($"Entity {mechanismId} does not have a {nameof(SharedMechanismComponent)} component.");
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continue;
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}
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TryAddMechanism(mechanism, true);
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}
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}
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protected override void Startup()
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{
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base.Startup();
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if (UserInterface != null)
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{
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UserInterface.OnReceiveMessage += OnUIMessage;
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}
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foreach (var mechanism in Mechanisms)
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{
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mechanism.Dirty();
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}
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}
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async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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{
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// TODO BODY
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if (eventArgs.Target == null)
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{
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return false;
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}
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CloseAllSurgeryUIs();
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_optionsCache.Clear();
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_surgeonCache = null;
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_owningBodyCache = null;
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if (eventArgs.Target.TryGetComponent(out SharedBodyComponent? body))
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{
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SendSlots(eventArgs, body);
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}
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return true;
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}
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private void SendSlots(AfterInteractEventArgs eventArgs, SharedBodyComponent body)
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{
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// Create dictionary to send to client (text to be shown : data sent back if selected)
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var toSend = new Dictionary<string, int>();
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// Here we are trying to grab a list of all empty BodySlots adjacent to an existing BodyPart that can be
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// attached to. i.e. an empty left hand slot, connected to an occupied left arm slot would be valid.
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foreach (var slot in body.EmptySlots)
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{
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if (slot.PartType != PartType)
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{
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continue;
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}
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foreach (var connection in slot.Connections)
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{
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if (connection.Part == null ||
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!connection.Part.CanAttachPart(this))
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{
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continue;
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}
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_optionsCache.Add(_idHash, slot);
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toSend.Add(slot.Id, _idHash++);
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}
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}
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if (_optionsCache.Count > 0)
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{
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OpenSurgeryUI(eventArgs.User.GetComponent<ActorComponent>().PlayerSession);
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BodyPartSlotRequest(eventArgs.User.GetComponent<ActorComponent>().PlayerSession,
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toSend);
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_surgeonCache = eventArgs.User;
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_owningBodyCache = body;
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}
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else // If surgery cannot be performed, show message saying so.
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{
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eventArgs.Target?.PopupMessage(eventArgs.User,
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Loc.GetString("bodypart-component-no-way-to-install-message", ("partName", Owner)));
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}
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}
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/// <summary>
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/// Called after the client chooses from a list of possible
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/// BodyPartSlots to install the limb on.
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/// </summary>
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private void ReceiveBodyPartSlot(int key)
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{
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if (_surgeonCache == null ||
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!_surgeonCache.TryGetComponent(out ActorComponent? actor))
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{
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return;
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}
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CloseSurgeryUI(actor.PlayerSession);
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if (_owningBodyCache == null)
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{
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return;
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}
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// TODO: sanity checks to see whether user is in range, user is still able-bodied, target is still the same, etc etc
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if (!_optionsCache.TryGetValue(key, out var targetObject))
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{
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_owningBodyCache.Owner.PopupMessage(_surgeonCache,
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Loc.GetString("bodypart-component-no-way-to-attach-message", ("partName", Owner)));
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}
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var target = (string) targetObject!;
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var message = _owningBodyCache.TryAddPart(target, this)
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? Loc.GetString("bodypart-component-attach-success-message",("partName", Owner))
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: Loc.GetString("bodypart-component-attach-fail-message",("partName", Owner));
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_owningBodyCache.Owner.PopupMessage(_surgeonCache, message);
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}
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private void OpenSurgeryUI(IPlayerSession session)
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{
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UserInterface?.Open(session);
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}
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private void BodyPartSlotRequest(IPlayerSession session, Dictionary<string, int> options)
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{
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UserInterface?.SendMessage(new RequestBodyPartSlotSurgeryUIMessage(options), session);
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}
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private void CloseSurgeryUI(IPlayerSession session)
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{
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UserInterface?.Close(session);
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}
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private void CloseAllSurgeryUIs()
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{
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UserInterface?.CloseAll();
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}
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private void OnUIMessage(ServerBoundUserInterfaceMessage message)
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{
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switch (message.Message)
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{
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case ReceiveBodyPartSlotSurgeryUIMessage msg:
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ReceiveBodyPartSlot(msg.SelectedOptionId);
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break;
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}
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}
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}
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}
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