Files
tbd-station-14/Content.Server/Lock/LockSystem.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

170 lines
5.9 KiB
C#

using Content.Server.Access.Components;
using Content.Server.Storage.Components;
using Content.Shared.Examine;
using Content.Shared.Interaction;
using Content.Shared.Popups;
using Content.Shared.Storage;
using Content.Shared.Verbs;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Player;
namespace Content.Server.Lock
{
/// <summary>
/// Handles (un)locking and examining of Lock components
/// </summary>
[UsedImplicitly]
public class LockSystem : EntitySystem
{
/// <inheritdoc />
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<LockComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<LockComponent, ActivateInWorldEvent>(OnActivated);
SubscribeLocalEvent<LockComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<LockComponent, GetAlternativeVerbsEvent>(AddToggleLockVerb);
}
private void OnStartup(EntityUid uid, LockComponent lockComp, ComponentStartup args)
{
if (lockComp.Owner.TryGetComponent(out AppearanceComponent? appearance))
{
appearance.SetData(StorageVisuals.CanLock, true);
}
}
private void OnActivated(EntityUid uid, LockComponent lockComp, ActivateInWorldEvent args)
{
if (args.Handled)
return;
// Only attempt an unlock by default on Activate
if (lockComp.Locked)
{
args.Handled = TryUnlock(uid, args.User, lockComp);
}
else if (lockComp.LockOnClick)
{
args.Handled = TryLock(uid, args.User, lockComp);
}
}
private void OnExamined(EntityUid uid, LockComponent lockComp, ExaminedEvent args)
{
args.PushText(Loc.GetString(lockComp.Locked
? "lock-comp-on-examined-is-locked"
: "lock-comp-on-examined-is-unlocked",
("entityName", lockComp.Owner.Name)));
}
public bool TryLock(EntityUid uid, IEntity user, LockComponent? lockComp = null)
{
if (!Resolve(uid, ref lockComp))
return false;
if (!CanToggleLock(uid, user, quiet: false))
return false;
if (!HasUserAccess(uid, user, quiet: false))
return false;
lockComp.Owner.PopupMessage(user, Loc.GetString("lock-comp-do-lock-success", ("entityName",lockComp.Owner.Name)));
lockComp.Locked = true;
if(lockComp.LockSound != null)
{
SoundSystem.Play(Filter.Pvs(lockComp.Owner), lockComp.LockSound.GetSound(), lockComp.Owner, AudioParams.Default.WithVolume(-5));
}
if (lockComp.Owner.TryGetComponent(out AppearanceComponent? appearanceComp))
{
appearanceComp.SetData(StorageVisuals.Locked, true);
}
RaiseLocalEvent(lockComp.Owner.Uid, new LockToggledEvent(true));
return true;
}
public bool TryUnlock(EntityUid uid, IEntity user, LockComponent? lockComp = null)
{
if (!Resolve(uid, ref lockComp))
return false;
if (!CanToggleLock(uid, user, quiet: false))
return false;
if (!HasUserAccess(uid, user, quiet: false))
return false;
lockComp.Owner.PopupMessage(user, Loc.GetString("lock-comp-do-unlock-success", ("entityName", lockComp.Owner.Name)));
lockComp.Locked = false;
if(lockComp.UnlockSound != null)
{
SoundSystem.Play(Filter.Pvs(lockComp.Owner), lockComp.UnlockSound.GetSound(), lockComp.Owner, AudioParams.Default.WithVolume(-5));
}
if (lockComp.Owner.TryGetComponent(out AppearanceComponent? appearanceComp))
{
appearanceComp.SetData(StorageVisuals.Locked, false);
}
RaiseLocalEvent(lockComp.Owner.Uid, new LockToggledEvent(false));
return true;
}
public bool CanToggleLock(EntityUid uid, IEntity user, EntityStorageComponent? storage = null, bool quiet = true)
{
if (!Resolve(uid, ref storage))
return true;
// Cannot lock if the entity is currently opened.
if (storage.Open)
return false;
// Cannot (un)lock from the inside. Maybe a bad idea? Security jocks could trap nerds in lockers?
if (storage.Contents.Contains(user))
return false;
return true;
}
private bool HasUserAccess(EntityUid uid, IEntity user, AccessReader? reader = null, bool quiet = true)
{
// Not having an AccessComponent means you get free access. woo!
if (!Resolve(uid, ref reader))
return true;
if (!reader.IsAllowed(user))
{
if (!quiet)
reader.Owner.PopupMessage(user, Loc.GetString("lock-comp-has-user-access-fail"));
return false;
}
return true;
}
private void AddToggleLockVerb(EntityUid uid, LockComponent component, GetAlternativeVerbsEvent args)
{
if (!args.CanAccess || !args.CanInteract || !CanToggleLock(uid, args.User))
return;
Verb verb = new();
verb.Act = component.Locked ?
() => TryUnlock(uid, args.User, component) :
() => TryLock(uid, args.User, component);
verb.Text = Loc.GetString(component.Locked ? "toggle-lock-verb-unlock" : "toggle-lock-verb-lock");
// TODO VERB ICONS need padlock open/close icons.
args.Verbs.Add(verb);
}
}
}