* 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
137 lines
4.1 KiB
C#
137 lines
4.1 KiB
C#
using Content.Server.Alert;
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using Content.Server.Atmos.Components;
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using Content.Server.Inventory.Components;
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using Content.Server.Items;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Actions;
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using Content.Shared.Actions.Behaviors.Item;
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using Content.Shared.Actions.Components;
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using Content.Shared.Alert;
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using Content.Shared.Clothing;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory;
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using Content.Shared.Verbs;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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using static Content.Shared.Inventory.EquipmentSlotDefines;
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namespace Content.Server.Clothing.Components
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{
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[RegisterComponent]
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[ComponentReference(typeof(IActivate))]
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public sealed class MagbootsComponent : SharedMagbootsComponent, IUnequipped, IEquipped, IUse, IActivate
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{
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[ComponentDependency] private ItemComponent? _item = null;
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[ComponentDependency] private ItemActionsComponent? _itemActions = null;
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[ComponentDependency] private SpriteComponent? _sprite = null;
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private bool _on;
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[ViewVariables]
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public override bool On
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{
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get => _on;
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set
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{
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_on = value;
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UpdateContainer();
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_itemActions?.Toggle(ItemActionType.ToggleMagboots, On);
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if (_item != null)
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_item.EquippedPrefix = On ? "on" : null;
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_sprite?.LayerSetState(0, On ? "icon-on" : "icon");
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OnChanged();
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Dirty();
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}
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}
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public void Toggle(IEntity user)
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{
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On = !On;
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}
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void IUnequipped.Unequipped(UnequippedEventArgs eventArgs)
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{
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if (On && eventArgs.Slot == Slots.SHOES)
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{
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if (eventArgs.User.TryGetComponent(out MovedByPressureComponent? movedByPressure))
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{
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movedByPressure.Enabled = true;
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}
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if (eventArgs.User.TryGetComponent(out ServerAlertsComponent? alerts))
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{
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alerts.ClearAlert(AlertType.Magboots);
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}
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}
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}
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void IEquipped.Equipped(EquippedEventArgs eventArgs)
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{
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UpdateContainer();
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}
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private void UpdateContainer()
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{
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if (!Owner.TryGetContainer(out var container))
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return;
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if (container.Owner.TryGetComponent(out InventoryComponent? inventoryComponent)
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&& inventoryComponent.GetSlotItem(Slots.SHOES)?.Owner == Owner)
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{
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if (container.Owner.TryGetComponent(out MovedByPressureComponent? movedByPressure))
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{
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movedByPressure.Enabled = false;
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}
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if (container.Owner.TryGetComponent(out ServerAlertsComponent? alerts))
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{
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if (On)
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{
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alerts.ShowAlert(AlertType.Magboots);
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}
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else
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{
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alerts.ClearAlert(AlertType.Magboots);
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}
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}
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}
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}
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bool IUse.UseEntity(UseEntityEventArgs eventArgs)
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{
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Toggle(eventArgs.User);
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return true;
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}
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void IActivate.Activate(ActivateEventArgs eventArgs)
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{
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Toggle(eventArgs.User);
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}
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public override ComponentState GetComponentState(ICommonSession player)
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{
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return new MagbootsComponentState(On);
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}
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}
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[UsedImplicitly]
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[DataDefinition]
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public sealed class ToggleMagbootsAction : IToggleItemAction
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{
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public bool DoToggleAction(ToggleItemActionEventArgs args)
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{
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if (!args.Item.TryGetComponent<MagbootsComponent>(out var magboots))
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return false;
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magboots.Toggle(args.Performer);
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return true;
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}
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}
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}
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