* 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
70 lines
2.5 KiB
C#
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);
|
|
}
|
|
}
|
|
}
|