Files
tbd-station-14/Content.Server/Climbing/Components/ClimbableComponent.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

239 lines
9.0 KiB
C#

using System;
using Content.Server.DoAfter;
using Content.Server.Popups;
using Content.Shared.ActionBlocker;
using Content.Shared.Body.Components;
using Content.Shared.Body.Part;
using Content.Shared.Climbing;
using Content.Shared.DragDrop;
using Content.Shared.Interaction.Helpers;
using Content.Shared.Popups;
using Content.Shared.Verbs;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.Climbing.Components
{
[RegisterComponent]
[ComponentReference(typeof(IClimbable))]
public class ClimbableComponent : SharedClimbableComponent
{
/// <summary>
/// The time it takes to climb onto the entity.
/// </summary>
[ViewVariables]
[DataField("delay")]
private float _climbDelay = 0.8f;
protected override void Initialize()
{
base.Initialize();
if (!Owner.EnsureComponent(out PhysicsComponent _))
{
Logger.Warning($"Entity {Owner.Name} at {Owner.Transform.MapPosition} didn't have a {nameof(PhysicsComponent)}");
}
}
public override bool CanDragDropOn(DragDropEvent eventArgs)
{
if (!base.CanDragDropOn(eventArgs))
return false;
string reason;
bool canVault;
if (eventArgs.User == eventArgs.Dragged)
canVault = CanVault(eventArgs.User, eventArgs.Target, out reason);
else
canVault = CanVault(eventArgs.User, eventArgs.Dragged, eventArgs.Target, out reason);
if (!canVault)
eventArgs.User.PopupMessage(reason);
return canVault;
}
/// <summary>
/// Checks if the user can vault the target
/// </summary>
/// <param name="user">The entity that wants to vault</param>
/// <param name="target">The object that is being vaulted</param>
/// <param name="reason">The reason why it cant be dropped</param>
/// <returns></returns>
private bool CanVault(IEntity user, IEntity target, out string reason)
{
if (!EntitySystem.Get<ActionBlockerSystem>().CanInteract(user))
{
reason = Loc.GetString("comp-climbable-cant-interact");
return false;
}
if (!user.HasComponent<ClimbingComponent>() ||
!user.TryGetComponent(out SharedBodyComponent? body))
{
reason = Loc.GetString("comp-climbable-cant-climb");
return false;
}
if (!body.HasPartOfType(BodyPartType.Leg) ||
!body.HasPartOfType(BodyPartType.Foot))
{
reason = Loc.GetString("comp-climbable-cant-climb");
return false;
}
if (!user.InRangeUnobstructed(target, Range))
{
reason = Loc.GetString("comp-climbable-cant-reach");
return false;
}
reason = string.Empty;
return true;
}
/// <summary>
/// Checks if the user can vault the dragged entity onto the the target
/// </summary>
/// <param name="user">The user that wants to vault the entity</param>
/// <param name="dragged">The entity that is being vaulted</param>
/// <param name="target">The object that is being vaulted onto</param>
/// <param name="reason">The reason why it cant be dropped</param>
/// <returns></returns>
private bool CanVault(IEntity user, IEntity dragged, IEntity target, out string reason)
{
if (!EntitySystem.Get<ActionBlockerSystem>().CanInteract(user))
{
reason = Loc.GetString("comp-climbable-cant-interact");
return false;
}
if (target == null || !dragged.HasComponent<ClimbingComponent>())
{
reason = Loc.GetString("comp-climbable-cant-climb");
return false;
}
bool Ignored(IEntity entity) => entity == target || entity == user || entity == dragged;
if (!user.InRangeUnobstructed(target, Range, predicate: Ignored) ||
!user.InRangeUnobstructed(dragged, Range, predicate: Ignored))
{
reason = Loc.GetString("comp-climbable-cant-reach");
return false;
}
reason = string.Empty;
return true;
}
public override bool DragDropOn(DragDropEvent eventArgs)
{
if (eventArgs.User == eventArgs.Dragged)
{
TryClimb(eventArgs.User);
}
else
{
TryMoveEntity(eventArgs.User, eventArgs.Dragged);
}
return true;
}
private async void TryMoveEntity(IEntity user, IEntity entityToMove)
{
var doAfterEventArgs = new DoAfterEventArgs(user, _climbDelay, default, entityToMove)
{
BreakOnTargetMove = true,
BreakOnUserMove = true,
BreakOnDamage = true,
BreakOnStun = true
};
var result = await EntitySystem.Get<DoAfterSystem>().WaitDoAfter(doAfterEventArgs);
if (result != DoAfterStatus.Cancelled && entityToMove.TryGetComponent(out PhysicsComponent? body) && body.Fixtures.Count >= 1)
{
var entityPos = entityToMove.Transform.WorldPosition;
var direction = (Owner.Transform.WorldPosition - entityPos).Normalized;
var endPoint = Owner.Transform.WorldPosition;
var climbMode = entityToMove.GetComponent<ClimbingComponent>();
climbMode.IsClimbing = true;
if (MathF.Abs(direction.X) < 0.6f) // user climbed mostly vertically so lets make it a clean straight line
{
endPoint = new Vector2(entityPos.X, endPoint.Y);
}
else if (MathF.Abs(direction.Y) < 0.6f) // user climbed mostly horizontally so lets make it a clean straight line
{
endPoint = new Vector2(endPoint.X, entityPos.Y);
}
climbMode.TryMoveTo(entityPos, endPoint);
// we may potentially need additional logic since we're forcing a player onto a climbable
// there's also the cases where the user might collide with the person they are forcing onto the climbable that i haven't accounted for
var othersMessage = Loc.GetString("comp-climbable-user-climbs-force-other",
("user", user), ("moved-user", entityToMove), ("climbable", Owner));
user.PopupMessageOtherClients(othersMessage);
var selfMessage = Loc.GetString("comp-climbable-user-climbs-force", ("moved-user", entityToMove), ("climbable", Owner));
user.PopupMessage(selfMessage);
}
}
public async void TryClimb(IEntity user)
{
if (!user.TryGetComponent(out ClimbingComponent? climbingComponent) || climbingComponent.IsClimbing)
return;
var doAfterEventArgs = new DoAfterEventArgs(user, _climbDelay, default, Owner)
{
BreakOnTargetMove = true,
BreakOnUserMove = true,
BreakOnDamage = true,
BreakOnStun = true
};
var result = await EntitySystem.Get<DoAfterSystem>().WaitDoAfter(doAfterEventArgs);
if (result != DoAfterStatus.Cancelled && user.TryGetComponent(out PhysicsComponent? body) && body.Fixtures.Count >= 1)
{
// TODO: Remove the copy-paste code
var userPos = user.Transform.WorldPosition;
var direction = (Owner.Transform.WorldPosition - userPos).Normalized;
var endPoint = Owner.Transform.WorldPosition;
var climbMode = user.GetComponent<ClimbingComponent>();
climbMode.IsClimbing = true;
if (MathF.Abs(direction.X) < 0.6f) // user climbed mostly vertically so lets make it a clean straight line
{
endPoint = new Vector2(user.Transform.WorldPosition.X, endPoint.Y);
}
else if (MathF.Abs(direction.Y) < 0.6f) // user climbed mostly horizontally so lets make it a clean straight line
{
endPoint = new Vector2(endPoint.X, user.Transform.WorldPosition.Y);
}
climbMode.TryMoveTo(userPos, endPoint);
var othersMessage = Loc.GetString("comp-climbable-user-climbs-other", ("user", user), ("climbable", Owner));
user.PopupMessageOtherClients(othersMessage);
var selfMessage = Loc.GetString("comp-climbable-user-climbs", ("climbable", Owner));
user.PopupMessage(selfMessage);
}
}
}
}