Files
tbd-station-14/Content.Server/Disposal/Unit/Components/DisposalUnitComponent.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

202 lines
6.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using Content.Server.Atmos;
using Content.Server.Disposal.Unit.EntitySystems;
using Content.Server.DoAfter;
using Content.Server.Power.Components;
using Content.Server.UserInterface;
using Content.Shared.ActionBlocker;
using Content.Shared.Acts;
using Content.Shared.Atmos;
using Content.Shared.Disposal.Components;
using Content.Shared.DragDrop;
using Content.Shared.Verbs;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Player;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.Disposal.Unit.Components
{
[RegisterComponent]
[ComponentReference(typeof(SharedDisposalUnitComponent))]
public class DisposalUnitComponent : SharedDisposalUnitComponent, IGasMixtureHolder, IDestroyAct
{
/// <summary>
/// Last time that an entity tried to exit this disposal unit.
/// </summary>
[ViewVariables]
public TimeSpan LastExitAttempt;
/// <summary>
/// The current pressure of this disposal unit.
/// Prevents it from flushing if it is not equal to or bigger than 1.
/// </summary>
[ViewVariables]
[DataField("pressure")]
public float Pressure = 1f;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("autoEngageTime")]
public readonly TimeSpan _automaticEngageTime = TimeSpan.FromSeconds(30);
[ViewVariables(VVAccess.ReadWrite)]
[DataField("flushDelay")]
public readonly TimeSpan FlushDelay = TimeSpan.FromSeconds(3);
/// <summary>
/// Delay from trying to enter disposals ourselves.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("entryDelay")]
private float _entryDelay = 0.5f;
/// <summary>
/// Delay from trying to shove someone else into disposals.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
private float _draggedEntryDelay = 0.5f;
/// <summary>
/// Token used to cancel the automatic engage of a disposal unit
/// after an entity enters it.
/// </summary>
public CancellationTokenSource? AutomaticEngageToken;
/// <summary>
/// Container of entities inside this disposal unit.
/// </summary>
[ViewVariables] public Container Container = default!;
[ViewVariables] public IReadOnlyList<IEntity> ContainedEntities => Container.ContainedEntities;
[ViewVariables]
public bool Powered =>
!Owner.TryGetComponent(out ApcPowerReceiverComponent? receiver) ||
receiver.Powered;
[ViewVariables] public PressureState State => Pressure >= 1 ? PressureState.Ready : PressureState.Pressurizing;
[ViewVariables(VVAccess.ReadWrite)]
public bool Engaged { get; set; }
[ViewVariables] public BoundUserInterface? UserInterface => Owner.GetUIOrNull(DisposalUnitUiKey.Key);
[DataField("air")]
public GasMixture Air { get; set; } = new GasMixture(Atmospherics.CellVolume);
public async Task<bool> TryInsert(IEntity entity, IEntity? user = default)
{
if (!EntitySystem.Get<DisposalUnitSystem>().CanInsert(this, entity))
return false;
var delay = user == entity ? _entryDelay : _draggedEntryDelay;
if (user != null && delay > 0.0f)
{
var doAfterSystem = EntitySystem.Get<DoAfterSystem>();
// Can't check if our target AND disposals moves currently so we'll just check target.
// if you really want to check if disposals moves then add a predicate.
var doAfterArgs = new DoAfterEventArgs(user, delay, default, entity)
{
BreakOnDamage = true,
BreakOnStun = true,
BreakOnTargetMove = true,
BreakOnUserMove = true,
NeedHand = false,
};
var result = await doAfterSystem.WaitDoAfter(doAfterArgs);
if (result == DoAfterStatus.Cancelled)
return false;
}
if (!Container.Insert(entity))
return false;
EntitySystem.Get<DisposalUnitSystem>().AfterInsert(this, entity);
return true;
}
private bool PlayerCanUse(IEntity? player)
{
if (player == null)
{
return false;
}
var actionBlocker = EntitySystem.Get<ActionBlockerSystem>();
if (!actionBlocker.CanInteract(player) ||
!actionBlocker.CanUse(player))
{
return false;
}
return true;
}
public void OnUiReceiveMessage(ServerBoundUserInterfaceMessage obj)
{
if (obj.Session.AttachedEntity == null)
{
return;
}
if (!PlayerCanUse(obj.Session.AttachedEntity))
{
return;
}
if (obj.Message is not UiButtonPressedMessage message)
{
return;
}
switch (message.Button)
{
case UiButton.Eject:
EntitySystem.Get<DisposalUnitSystem>().TryEjectContents(this);
break;
case UiButton.Engage:
EntitySystem.Get<DisposalUnitSystem>().ToggleEngage(this);
break;
case UiButton.Power:
EntitySystem.Get<DisposalUnitSystem>().TogglePower(this);
SoundSystem.Play(Filter.Pvs(Owner), "/Audio/Machines/machine_switch.ogg", Owner, AudioParams.Default.WithVolume(-2f));
break;
default:
throw new ArgumentOutOfRangeException();
}
}
public override bool CanDragDropOn(DragDropEvent eventArgs)
{
// Base is redundant given this already calls the base CanInsert
// If that changes then update this
return EntitySystem.Get<DisposalUnitSystem>().CanInsert(this, eventArgs.Dragged);
}
public override bool DragDropOn(DragDropEvent eventArgs)
{
_ = TryInsert(eventArgs.Dragged, eventArgs.User);
return true;
}
void IDestroyAct.OnDestroy(DestructionEventArgs eventArgs)
{
EntitySystem.Get<DisposalUnitSystem>().TryEjectContents(this);
}
}
}