Files
tbd-station-14/Content.Server/Power/EntitySystems/BaseChargerSystem.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

70 lines
2.5 KiB
C#

using Content.Server.Power.Components;
using Content.Server.PowerCell.Components;
using Content.Server.Weapon;
using Content.Shared.ActionBlocker;
using Content.Shared.Verbs;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
namespace Content.Server.Power.EntitySystems
{
[UsedImplicitly]
internal sealed class BaseChargerSystem : EntitySystem
{
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PowerCellChargerComponent, GetAlternativeVerbsEvent>(AddEjectVerb);
SubscribeLocalEvent<PowerCellChargerComponent, GetInteractionVerbsEvent>(AddInsertVerb);
SubscribeLocalEvent<WeaponCapacitorChargerComponent, GetAlternativeVerbsEvent>(AddEjectVerb);
SubscribeLocalEvent<WeaponCapacitorChargerComponent, GetInteractionVerbsEvent>(AddInsertVerb);
}
public override void Update(float frameTime)
{
foreach (var comp in EntityManager.EntityQuery<BaseCharger>(true))
{
comp.OnUpdate(frameTime);
}
}
// TODO VERBS EJECTABLES Standardize eject/insert verbs into a single system?
private void AddEjectVerb(EntityUid uid, BaseCharger component, GetAlternativeVerbsEvent args)
{
if (args.Hands == null ||
!args.CanAccess ||
!args.CanInteract ||
!component.HasCell ||
!_actionBlockerSystem.CanPickup(args.User))
return;
Verb verb = new();
verb.Text = component.Container.ContainedEntity!.Name;
verb.Category = VerbCategory.Eject;
verb.Act = () => component.RemoveItem(args.User);
args.Verbs.Add(verb);
}
private void AddInsertVerb(EntityUid uid, BaseCharger component, GetInteractionVerbsEvent args)
{
if (args.Using == null ||
!args.CanAccess ||
!args.CanInteract ||
component.HasCell ||
!component.IsEntityCompatible(args.Using) ||
!_actionBlockerSystem.CanDrop(args.User))
return;
Verb verb = new();
verb.Text = args.Using.Name;
verb.Category = VerbCategory.Insert;
verb.Act = () => component.TryInsertItem(args.Using);
args.Verbs.Add(verb);
}
}
}