* 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
102 lines
4.6 KiB
C#
102 lines
4.6 KiB
C#
using Content.Server.Buckle.Components;
|
|
using Content.Server.Interaction;
|
|
using Content.Shared.Hands.Components;
|
|
using Content.Shared.Interaction.Helpers;
|
|
using Content.Shared.Verbs;
|
|
using JetBrains.Annotations;
|
|
using Robust.Server.GameObjects;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.IoC;
|
|
using Robust.Shared.Localization;
|
|
using System.Collections.Generic;
|
|
|
|
namespace Content.Server.Buckle.Systems
|
|
{
|
|
[UsedImplicitly]
|
|
internal sealed class StrapSystem : EntitySystem
|
|
{
|
|
[Dependency] InteractionSystem _interactionSystem = default!;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
SubscribeLocalEvent<StrapComponent, GetInteractionVerbsEvent>(AddStrapVerbs);
|
|
}
|
|
|
|
// TODO ECS BUCKLE/STRAP These 'Strap' verbs are an incestuous mess of buckle component and strap component
|
|
// functions. Whenever these are fully ECSed, maybe do it in a way that allows for these verbs to be handled in
|
|
// a sensible manner in a single system?
|
|
|
|
private void AddStrapVerbs(EntityUid uid, StrapComponent component, GetInteractionVerbsEvent args)
|
|
{
|
|
if (args.Hands == null || !args.CanAccess || !args.CanInteract)
|
|
return;
|
|
|
|
// Note that for whatever bloody reason, buckle component has its own interaction range. Additionally, this
|
|
// range can be set per-component, so we have to check a modified InRangeUnobstructed for every verb.
|
|
|
|
// Add unstrap verbs for every strapped entity.
|
|
foreach (var entity in component.BuckledEntities)
|
|
{
|
|
var buckledComp = entity.GetComponent<BuckleComponent>();
|
|
|
|
if (!_interactionSystem.InRangeUnobstructed(args.User, args.Target, range: buckledComp.Range))
|
|
continue;
|
|
|
|
Verb verb = new();
|
|
verb.Act = () => buckledComp.TryUnbuckle(args.User);
|
|
verb.Category = VerbCategory.Unbuckle;
|
|
if (entity == args.User)
|
|
verb.Text = Loc.GetString("verb-self-target-pronoun");
|
|
else
|
|
verb.Text = entity.Name;
|
|
|
|
// In the event that you have more than once entity with the same name strapped to the same object,
|
|
// these two verbs will be identical according to Verb.CompareTo, and only one with actually be added to
|
|
// the verb list. However this should rarely ever be a problem. If it ever is, it could be fixed by
|
|
// appending an integer to verb.Text to distinguish the verbs.
|
|
|
|
args.Verbs.Add(verb);
|
|
}
|
|
|
|
// Add a verb to buckle the user.
|
|
if (args.User.TryGetComponent<BuckleComponent>(out var buckle) &&
|
|
buckle.BuckledTo != component &&
|
|
args.User != component.Owner &&
|
|
component.HasSpace(buckle) &&
|
|
_interactionSystem.InRangeUnobstructed(args.User, args.Target, range: buckle.Range))
|
|
{
|
|
Verb verb = new();
|
|
verb.Act = () => buckle.TryBuckle(args.User, args.Target);
|
|
verb.Category = VerbCategory.Buckle;
|
|
verb.Text = Loc.GetString("verb-self-target-pronoun");
|
|
args.Verbs.Add(verb);
|
|
}
|
|
|
|
// If the user is currently holding/pulling an entity that can be buckled, add a verb for that.
|
|
if (args.Using != null &&
|
|
args.Using.TryGetComponent<BuckleComponent>(out var usingBuckle) &&
|
|
component.HasSpace(usingBuckle) &&
|
|
_interactionSystem.InRangeUnobstructed(args.Using, args.Target, range: usingBuckle.Range))
|
|
{
|
|
// Check that the entity is unobstructed from the target (ignoring the user).
|
|
bool Ignored(IEntity entity) => entity == args.User || entity == args.Target || entity == args.Using;
|
|
if (!_interactionSystem.InRangeUnobstructed(args.Using, args.Target, usingBuckle.Range, predicate: Ignored))
|
|
return;
|
|
|
|
Verb verb = new();
|
|
verb.Act = () => usingBuckle.TryBuckle(args.User, args.Target);
|
|
verb.Category = VerbCategory.Buckle;
|
|
verb.Text = args.Using.Name;
|
|
|
|
// If the used entity is a person being pulled, prioritize this verb. Conversely, if it is
|
|
// just a held object, the user is probably just trying to sit down.
|
|
verb.Priority = args.Using.HasComponent<ActorComponent>() ? 1 : -1;
|
|
|
|
args.Verbs.Add(verb);
|
|
}
|
|
}
|
|
}
|
|
}
|