Files
tbd-station-14/Content.Server/Configurable/ConfigurationComponent.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

130 lines
4.0 KiB
C#

using System.Collections.Generic;
using System.Linq;
using System.Text.RegularExpressions;
using System.Threading.Tasks;
using Content.Server.Tools.Components;
using Content.Server.UserInterface;
using Content.Shared.Configurable;
using Content.Shared.Interaction;
using Content.Shared.Tool;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.Configurable
{
[RegisterComponent]
[ComponentReference(typeof(SharedConfigurationComponent))]
public class ConfigurationComponent : SharedConfigurationComponent, IInteractUsing, ISerializationHooks
{
[ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(ConfigurationUiKey.Key);
[DataField("keys")] private List<string> _keys = new();
[ViewVariables]
private readonly Dictionary<string, string> _config = new();
[DataField("validation")]
private readonly Regex _validation = new ("^[a-zA-Z0-9 ]*$", RegexOptions.Compiled);
void ISerializationHooks.BeforeSerialization()
{
_keys = _config.Keys.ToList();
}
void ISerializationHooks.AfterDeserialization()
{
foreach (var key in _keys)
{
_config.Add(key, string.Empty);
}
}
protected override void OnAdd()
{
base.OnAdd();
if (UserInterface != null)
{
UserInterface.OnReceiveMessage += UserInterfaceOnReceiveMessage;
}
}
protected override void OnRemove()
{
base.OnRemove();
if (UserInterface != null)
{
UserInterface.OnReceiveMessage -= UserInterfaceOnReceiveMessage;
}
}
public string? GetConfig(string name)
{
return _config.GetValueOrDefault(name);
}
protected override void Startup()
{
base.Startup();
UpdateUserInterface();
}
async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
{
if (UserInterface == null || !eventArgs.User.TryGetComponent(out ActorComponent? actor))
return false;
if (!eventArgs.Using.TryGetComponent<ToolComponent>(out var tool))
return false;
if (!await tool.UseTool(eventArgs.User, Owner, 0.2f, ToolQuality.Multitool))
return false;
OpenUserInterface(actor);
return true;
}
private void UserInterfaceOnReceiveMessage(ServerBoundUserInterfaceMessage serverMsg)
{
var message = serverMsg.Message;
var config = new Dictionary<string, string>(_config);
if (message is ConfigurationUpdatedMessage msg)
{
foreach (var key in config.Keys)
{
var value = msg.Config.GetValueOrDefault(key);
if (value == null || _validation != null && !_validation.IsMatch(value) && value != string.Empty)
continue;
_config[key] = value;
}
SendMessage(new ConfigUpdatedComponentMessage(config));
}
}
private void UpdateUserInterface()
{
UserInterface?.SetState(new ConfigurationBoundUserInterfaceState(_config));
}
public void OpenUserInterface(ActorComponent actor)
{
UpdateUserInterface();
UserInterface?.Open(actor.PlayerSession);
UserInterface?.SendMessage(new ValidationUpdateMessage(_validation.ToString()), actor.PlayerSession);
}
private static void FillConfiguration<T>(List<string> list, Dictionary<string, T> configuration, T value){
for (var index = 0; index < list.Count; index++)
{
configuration.Add(list[index], value);
}
}
}
}