* 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
101 lines
3.6 KiB
C#
101 lines
3.6 KiB
C#
using System.Threading.Tasks;
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using Content.Server.Hands.Components;
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using Content.Server.Items;
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using Content.Server.Paper;
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using Content.Server.Storage.Components;
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using Content.Shared.Body.Components;
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using Content.Shared.Examine;
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using Content.Shared.Interaction;
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using Content.Shared.Morgue;
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using Content.Shared.Popups;
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using Content.Shared.Standing;
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using Robust.Server.GameObjects;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Morgue.Components
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{
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[RegisterComponent]
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[ComponentReference(typeof(EntityStorageComponent))]
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[ComponentReference(typeof(IActivate))]
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[ComponentReference(typeof(IStorageComponent))]
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public class BodyBagEntityStorageComponent : EntityStorageComponent, IExamine, IInteractUsing
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{
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public override string Name => "BodyBagEntityStorage";
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[ViewVariables]
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[ComponentDependency] private readonly AppearanceComponent? _appearance = null;
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[ViewVariables] public ContainerSlot? LabelContainer { get; private set; }
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protected override void Initialize()
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{
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base.Initialize();
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_appearance?.SetData(BodyBagVisuals.Label, false);
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LabelContainer = Owner.EnsureContainer<ContainerSlot>("body_bag_label", out _);
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}
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protected override bool AddToContents(IEntity entity)
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{
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if (entity.HasComponent<SharedBodyComponent>() && !EntitySystem.Get<StandingStateSystem>().IsDown(entity)) return false;
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return base.AddToContents(entity);
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}
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void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
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{
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if (inDetailsRange)
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{
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if (LabelContainer?.ContainedEntity != null && LabelContainer.ContainedEntity.TryGetComponent<PaperComponent>(out var paper))
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{
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message.AddText(Loc.GetString("body-bag-entity-storage-component-on-examine-details", ("paper", paper.Content)));
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}
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}
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}
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async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
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{
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if (LabelContainer == null) return false;
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if (LabelContainer.ContainedEntity != null)
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("body-bag-entity-storage-component-interact-using-already-attached"));
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return false;
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}
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var handsComponent = eventArgs.User.GetComponent<IHandsComponent>();
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if (!handsComponent.Drop(eventArgs.Using, LabelContainer))
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{
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return false;
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}
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_appearance?.SetData(BodyBagVisuals.Label, true);
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Owner.PopupMessage(eventArgs.User, Loc.GetString("body-bag-entity-storage-component-interact-using-success",("entity", eventArgs.Using)));
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return true;
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}
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public void RemoveLabel(IEntity user)
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{
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if (LabelContainer == null) return;
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var ent = LabelContainer.ContainedEntity;
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if(ent is null)
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return;
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if (user.TryGetComponent(out HandsComponent? hands))
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{
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hands.PutInHandOrDrop(ent.GetComponent<ItemComponent>());
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_appearance?.SetData(BodyBagVisuals.Label, false);
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}
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else if (LabelContainer.Remove(ent))
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{
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ent.Transform.Coordinates = Owner.Transform.Coordinates;
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_appearance?.SetData(BodyBagVisuals.Label, false);
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}
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}
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}
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}
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