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