* 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
185 lines
6.9 KiB
C#
185 lines
6.9 KiB
C#
using Content.Server.Access.Components;
|
|
using Content.Server.Light.Components;
|
|
using Content.Server.Light.EntitySystems;
|
|
using Content.Server.Light.Events;
|
|
using Content.Server.Traitor.Uplink;
|
|
using Content.Server.Traitor.Uplink.Components;
|
|
using Content.Server.Traitor.Uplink.Systems;
|
|
using Content.Server.UserInterface;
|
|
using Content.Shared.Containers.ItemSlots;
|
|
using Content.Shared.Interaction;
|
|
using Content.Shared.PDA;
|
|
using Robust.Server.GameObjects;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.IoC;
|
|
|
|
namespace Content.Server.PDA
|
|
{
|
|
public class PDASystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly SharedItemSlotsSystem _slotsSystem = default!;
|
|
[Dependency] private readonly UplinkSystem _uplinkSystem = default!;
|
|
[Dependency] private readonly UnpoweredFlashlightSystem _unpoweredFlashlight = default!;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
SubscribeLocalEvent<PDAComponent, ComponentInit>(OnComponentInit);
|
|
SubscribeLocalEvent<PDAComponent, MapInitEvent>(OnMapInit);
|
|
SubscribeLocalEvent<PDAComponent, ActivateInWorldEvent>(OnActivateInWorld);
|
|
SubscribeLocalEvent<PDAComponent, UseInHandEvent>(OnUse);
|
|
SubscribeLocalEvent<PDAComponent, ItemSlotChanged>(OnItemSlotChanged);
|
|
SubscribeLocalEvent<PDAComponent, LightToggleEvent>(OnLightToggle);
|
|
|
|
SubscribeLocalEvent<PDAComponent, UplinkInitEvent>(OnUplinkInit);
|
|
SubscribeLocalEvent<PDAComponent, UplinkRemovedEvent>(OnUplinkRemoved);
|
|
}
|
|
|
|
private void OnComponentInit(EntityUid uid, PDAComponent pda, ComponentInit args)
|
|
{
|
|
var ui = pda.Owner.GetUIOrNull(PDAUiKey.Key);
|
|
if (ui != null)
|
|
ui.OnReceiveMessage += (msg) => OnUIMessage(pda, msg);
|
|
|
|
UpdatePDAAppearance(pda);
|
|
}
|
|
|
|
private void OnMapInit(EntityUid uid, PDAComponent pda, MapInitEvent args)
|
|
{
|
|
// try to place ID inside item slot
|
|
if (!string.IsNullOrEmpty(pda.StartingIdCard))
|
|
{
|
|
// if pda prototype doesn't have slots, ID will drop down on ground
|
|
var idCard = EntityManager.SpawnEntity(pda.StartingIdCard, pda.Owner.Transform.Coordinates);
|
|
if (EntityManager.TryGetComponent(uid, out SharedItemSlotsComponent? itemSlots))
|
|
_slotsSystem.TryInsertContent(itemSlots, idCard, PDAComponent.IDSlotName);
|
|
}
|
|
}
|
|
|
|
private void OnUse(EntityUid uid, PDAComponent pda, UseInHandEvent args)
|
|
{
|
|
if (args.Handled)
|
|
return;
|
|
args.Handled = OpenUI(pda, args.User);
|
|
}
|
|
|
|
private void OnActivateInWorld(EntityUid uid, PDAComponent pda, ActivateInWorldEvent args)
|
|
{
|
|
if (args.Handled)
|
|
return;
|
|
args.Handled = OpenUI(pda, args.User);
|
|
}
|
|
|
|
private void OnItemSlotChanged(EntityUid uid, PDAComponent pda, ItemSlotChanged args)
|
|
{
|
|
// check if ID slot changed
|
|
if (args.SlotName == PDAComponent.IDSlotName)
|
|
{
|
|
var item = args.ContainedItem;
|
|
if (item == null || !EntityManager.TryGetComponent(item.Value, out IdCardComponent ? idCard))
|
|
pda.ContainedID = null;
|
|
else
|
|
pda.ContainedID = idCard;
|
|
}
|
|
else if (args.SlotName == PDAComponent.PenSlotName)
|
|
{
|
|
var item = args.ContainedItem;
|
|
pda.PenInserted = item != null;
|
|
}
|
|
|
|
UpdatePDAAppearance(pda);
|
|
UpdatePDAUserInterface(pda);
|
|
}
|
|
|
|
private void OnLightToggle(EntityUid uid, PDAComponent pda, LightToggleEvent args)
|
|
{
|
|
pda.FlashlightOn = args.IsOn;
|
|
UpdatePDAUserInterface(pda);
|
|
}
|
|
|
|
public void SetOwner(PDAComponent pda, string ownerName)
|
|
{
|
|
pda.OwnerName = ownerName;
|
|
UpdatePDAUserInterface(pda);
|
|
}
|
|
|
|
private void OnUplinkInit(EntityUid uid, PDAComponent pda, UplinkInitEvent args)
|
|
{
|
|
UpdatePDAUserInterface(pda);
|
|
}
|
|
|
|
private void OnUplinkRemoved(EntityUid uid, PDAComponent pda, UplinkRemovedEvent args)
|
|
{
|
|
UpdatePDAUserInterface(pda);
|
|
}
|
|
|
|
private bool OpenUI(PDAComponent pda, IEntity user)
|
|
{
|
|
if (!user.TryGetComponent(out ActorComponent? actor))
|
|
return false;
|
|
|
|
var ui = pda.Owner.GetUIOrNull(PDAUiKey.Key);
|
|
ui?.Toggle(actor.PlayerSession);
|
|
|
|
return true;
|
|
}
|
|
|
|
private void UpdatePDAAppearance(PDAComponent pda)
|
|
{
|
|
if (pda.Owner.TryGetComponent(out AppearanceComponent? appearance))
|
|
appearance.SetData(PDAVisuals.IDCardInserted, pda.ContainedID != null);
|
|
}
|
|
|
|
private void UpdatePDAUserInterface(PDAComponent pda)
|
|
{
|
|
var ownerInfo = new PDAIdInfoText
|
|
{
|
|
ActualOwnerName = pda.OwnerName,
|
|
IdOwner = pda.ContainedID?.FullName,
|
|
JobTitle = pda.ContainedID?.JobTitle
|
|
};
|
|
|
|
var hasUplink = pda.Owner.HasComponent<UplinkComponent>();
|
|
|
|
var ui = pda.Owner.GetUIOrNull(PDAUiKey.Key);
|
|
ui?.SetState(new PDAUpdateState(pda.FlashlightOn, pda.PenInserted, ownerInfo, hasUplink));
|
|
}
|
|
|
|
private void OnUIMessage(PDAComponent pda, ServerBoundUserInterfaceMessage msg)
|
|
{
|
|
switch (msg.Message)
|
|
{
|
|
case PDARequestUpdateInterfaceMessage _:
|
|
UpdatePDAUserInterface(pda);
|
|
break;
|
|
case PDAToggleFlashlightMessage _:
|
|
{
|
|
if (pda.Owner.TryGetComponent(out UnpoweredFlashlightComponent? flashlight))
|
|
_unpoweredFlashlight.ToggleLight(flashlight);
|
|
break;
|
|
}
|
|
|
|
case PDAEjectIDMessage _:
|
|
{
|
|
if (pda.Owner.TryGetComponent(out SharedItemSlotsComponent? itemSlots))
|
|
_slotsSystem.TryEjectContent(itemSlots, PDAComponent.IDSlotName, msg.Session.AttachedEntity);
|
|
break;
|
|
}
|
|
case PDAEjectPenMessage _:
|
|
{
|
|
if (pda.Owner.TryGetComponent(out SharedItemSlotsComponent? itemSlots))
|
|
_slotsSystem.TryEjectContent(itemSlots, PDAComponent.PenSlotName, msg.Session.AttachedEntity);
|
|
break;
|
|
}
|
|
case PDAShowUplinkMessage _:
|
|
{
|
|
if (pda.Owner.TryGetComponent(out UplinkComponent? uplink))
|
|
_uplinkSystem.ToggleUplinkUI(uplink, msg.Session);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|