* 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
158 lines
5.4 KiB
C#
158 lines
5.4 KiB
C#
using System.Threading;
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using Content.Server.Act;
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using Content.Server.Chat.Managers;
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using Content.Server.GameTicking;
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using Content.Server.Players;
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using Content.Server.Popups;
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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.Morgue;
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using Content.Shared.Popups;
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using Content.Shared.Sound;
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using Content.Shared.Standing;
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using Robust.Server.Player;
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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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using Robust.Shared.Serialization.Manager.Attributes;
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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(MorgueEntityStorageComponent))]
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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 CrematoriumEntityStorageComponent : MorgueEntityStorageComponent, IExamine, ISuicideAct
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{
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public override string Name => "CrematoriumEntityStorage";
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[DataField("cremateStartSound")] private SoundSpecifier _cremateStartSound = new SoundPathSpecifier("/Audio/Items/lighter1.ogg");
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[DataField("crematingSound")] private SoundSpecifier _crematingSound = new SoundPathSpecifier("/Audio/Effects/burning.ogg");
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[DataField("cremateFinishSound")] private SoundSpecifier _cremateFinishSound = new SoundPathSpecifier("/Audio/Machines/ding.ogg");
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[ViewVariables]
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public bool Cooking { get; private set; }
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[ViewVariables(VVAccess.ReadWrite)]
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private int _burnMilis = 5000;
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private CancellationTokenSource? _cremateCancelToken;
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void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
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{
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if (Appearance == null) return;
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if (inDetailsRange)
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{
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if (Appearance.TryGetData(CrematoriumVisuals.Burning, out bool isBurning) && isBurning)
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{
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message.AddMarkup(Loc.GetString("crematorium-entity-storage-component-on-examine-details-is-burning", ("owner", Owner)) + "\n");
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}
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if (Appearance.TryGetData(MorgueVisuals.HasContents, out bool hasContents) && hasContents)
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{
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message.AddMarkup(Loc.GetString("crematorium-entity-storage-component-on-examine-details-has-contents"));
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}
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else
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{
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message.AddText(Loc.GetString("crematorium-entity-storage-component-on-examine-details-empty"));
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}
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}
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}
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public override bool CanOpen(IEntity user, bool silent = false)
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{
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if (Cooking)
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{
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if (!silent)
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Owner.PopupMessage(user, Loc.GetString("crematorium-entity-storage-component-is-cooking-safety-message"));
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return false;
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}
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return base.CanOpen(user, silent);
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}
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public void TryCremate()
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{
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if (Cooking) return;
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if (Open) return;
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SoundSystem.Play(Filter.Pvs(Owner), _cremateStartSound.GetSound(), Owner);
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Cremate();
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}
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public void Cremate()
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{
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if (Open)
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CloseStorage();
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Appearance?.SetData(CrematoriumVisuals.Burning, true);
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Cooking = true;
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SoundSystem.Play(Filter.Pvs(Owner), _crematingSound.GetSound(), Owner);
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_cremateCancelToken?.Cancel();
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_cremateCancelToken = new CancellationTokenSource();
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Owner.SpawnTimer(_burnMilis, () =>
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{
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if (Owner.Deleted)
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return;
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Appearance?.SetData(CrematoriumVisuals.Burning, false);
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Cooking = false;
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if (Contents.ContainedEntities.Count > 0)
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{
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for (var i = Contents.ContainedEntities.Count - 1; i >= 0; i--)
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{
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var item = Contents.ContainedEntities[i];
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Contents.Remove(item);
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item.Delete();
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}
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var ash = Owner.EntityManager.SpawnEntity("Ash", Owner.Transform.Coordinates);
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Contents.Insert(ash);
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}
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TryOpenStorage(Owner);
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SoundSystem.Play(Filter.Pvs(Owner), _cremateFinishSound.GetSound(), Owner);
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}, _cremateCancelToken.Token);
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}
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SuicideKind ISuicideAct.Suicide(IEntity victim, IChatManager chat)
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{
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var mind = victim.PlayerSession()?.ContentData()?.Mind;
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if (mind != null)
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{
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EntitySystem.Get<GameTicker>().OnGhostAttempt(mind, false);
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mind.OwnedEntity?.PopupMessage(Loc.GetString("crematorium-entity-storage-component-suicide-message"));
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}
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victim.PopupMessageOtherClients(Loc.GetString("crematorium-entity-storage-component-suicide-message-others", ("victim", victim)));
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if (CanInsert(victim))
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{
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Insert(victim);
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EntitySystem.Get<StandingStateSystem>().Down(victim, false);
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}
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else
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{
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victim.Delete();
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}
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Cremate();
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return SuicideKind.Heat;
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}
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}
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}
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