Files
tbd-station-14/Content.Server/Disposal/Tube/Components/DisposalTubeComponent.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

257 lines
7.0 KiB
C#

using System;
using System.Linq;
using Content.Server.Construction.Components;
using Content.Server.Disposal.Unit.Components;
using Content.Shared.Acts;
using Content.Shared.Disposal.Components;
using Content.Shared.Popups;
using Content.Shared.Sound;
using Content.Shared.Verbs;
using Robust.Server.Console;
using Robust.Server.GameObjects;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.Disposal.Tube.Components
{
public abstract class DisposalTubeComponent : Component, IDisposalTubeComponent, IBreakAct
{
[Dependency] private readonly IMapManager _mapManager = default!;
public static readonly TimeSpan ClangDelay = TimeSpan.FromSeconds(0.5);
public TimeSpan LastClang;
private bool _connected;
private bool _broken;
[DataField("clangSound")] public SoundSpecifier ClangSound = new SoundPathSpecifier("/Audio/Effects/clang.ogg");
/// <summary>
/// Container of entities that are currently inside this tube
/// </summary>
[ViewVariables]
public Container Contents { get; private set; } = default!;
[ViewVariables]
private bool Anchored =>
!Owner.TryGetComponent(out PhysicsComponent? physics) ||
physics.BodyType == BodyType.Static;
/// <summary>
/// The directions that this tube can connect to others from
/// </summary>
/// <returns>a new array of the directions</returns>
protected abstract Direction[] ConnectableDirections();
public abstract Direction NextDirection(DisposalHolderComponent holder);
public virtual Vector2 ExitVector(DisposalHolderComponent holder)
{
return NextDirection(holder).ToVec();
}
protected Direction DirectionTo(IDisposalTubeComponent other)
{
return (other.Owner.Transform.WorldPosition - Owner.Transform.WorldPosition).GetDir();
}
public IDisposalTubeComponent? NextTube(DisposalHolderComponent holder)
{
var nextDirection = NextDirection(holder);
var oppositeDirection = new Angle(nextDirection.ToAngle().Theta + Math.PI).GetDir();
var grid = _mapManager.GetGrid(Owner.Transform.GridID);
var position = Owner.Transform.Coordinates;
foreach (var entity in grid.GetInDir(position, nextDirection))
{
if (!Owner.EntityManager.TryGetComponent(entity, out IDisposalTubeComponent? tube))
{
continue;
}
if (!tube.CanConnect(oppositeDirection, this))
{
continue;
}
if (!CanConnect(nextDirection, tube))
{
continue;
}
return tube;
}
return null;
}
public bool Remove(DisposalHolderComponent holder)
{
var removed = Contents.Remove(holder.Owner);
holder.ExitDisposals();
return removed;
}
public bool TransferTo(DisposalHolderComponent holder, IDisposalTubeComponent to)
{
var position = holder.Owner.Transform.LocalPosition;
if (!to.Contents.Insert(holder.Owner))
{
return false;
}
holder.Owner.Transform.LocalPosition = position;
Contents.Remove(holder.Owner);
holder.EnterTube(to);
return true;
}
// TODO: Make disposal pipes extend the grid
private void Connect()
{
if (_connected || _broken)
{
return;
}
_connected = true;
}
public bool CanConnect(Direction direction, IDisposalTubeComponent with)
{
if (!_connected)
{
return false;
}
if (_broken)
{
return false;
}
if (!ConnectableDirections().Contains(direction))
{
return false;
}
return true;
}
private void Disconnect()
{
if (!_connected)
{
return;
}
_connected = false;
foreach (var entity in Contents.ContainedEntities.ToArray())
{
if (!entity.TryGetComponent(out DisposalHolderComponent? holder))
{
continue;
}
holder.ExitDisposals();
}
}
public void PopupDirections(IEntity entity)
{
var directions = string.Join(", ", ConnectableDirections());
Owner.PopupMessage(entity, Loc.GetString("disposal-tube-component-popup-directions-text", ("directions", directions)));
}
private void UpdateVisualState()
{
if (!Owner.TryGetComponent(out AppearanceComponent? appearance))
{
return;
}
var state = _broken
? DisposalTubeVisualState.Broken
: Anchored
? DisposalTubeVisualState.Anchored
: DisposalTubeVisualState.Free;
appearance.SetData(DisposalTubeVisuals.VisualState, state);
}
public void AnchoredChanged()
{
if (!Owner.TryGetComponent(out PhysicsComponent? physics))
{
return;
}
if (physics.BodyType == BodyType.Static)
{
OnAnchor();
}
else
{
OnUnAnchor();
}
}
private void OnAnchor()
{
Connect();
UpdateVisualState();
}
private void OnUnAnchor()
{
Disconnect();
UpdateVisualState();
}
protected override void Initialize()
{
base.Initialize();
Contents = ContainerHelpers.EnsureContainer<Container>(Owner, Name);
Owner.EnsureComponent<AnchorableComponent>();
}
protected override void Startup()
{
base.Startup();
Owner.EnsureComponent<PhysicsComponent>(out var physicsComponent);
if (physicsComponent.BodyType != BodyType.Static)
{
return;
}
Connect();
UpdateVisualState();
}
protected override void OnRemove()
{
base.OnRemove();
Disconnect();
}
void IBreakAct.OnBreak(BreakageEventArgs eventArgs)
{
_broken = true; // TODO: Repair
Disconnect();
UpdateVisualState();
}
}
}