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