Files
tbd-station-14/Content.Server/Rotatable/RotatableSystem.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

83 lines
3.5 KiB
C#

using Content.Shared.Popups;
using Content.Shared.Rotatable;
using Content.Shared.Verbs;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
namespace Content.Server.Rotatable
{
/// <summary>
/// Handles verbs for the <see cref="RotatableComponent"/> and <see cref="FlippableComponent"/> components.
/// </summary>
public class RotatableSystem : EntitySystem
{
public override void Initialize()
{
SubscribeLocalEvent<FlippableComponent, GetOtherVerbsEvent>(AddFlipVerb);
SubscribeLocalEvent<RotatableComponent, GetOtherVerbsEvent>(AddRotateVerbs);
}
private void AddFlipVerb(EntityUid uid, FlippableComponent component, GetOtherVerbsEvent args)
{
if (!args.CanAccess || !args.CanInteract || component.MirrorEntity == null)
return;
Verb verb = new();
verb.Act = () => TryFlip(component, args.User);
verb.Text = Loc.GetString("flippable-verb-get-data-text");
// TODO VERB ICONS Add Uno reverse card style icon?
args.Verbs.Add(verb);
}
private void AddRotateVerbs(EntityUid uid, RotatableComponent component, GetOtherVerbsEvent args)
{
if (!args.CanAccess || !args.CanInteract)
return;
// Check if the object is anchored, and whether we are still allowed to rotate it.
if (!component.RotateWhileAnchored &&
component.Owner.TryGetComponent(out IPhysBody? physics) &&
physics.BodyType == BodyType.Static)
return;
// rotate clockwise
Verb rotateCW = new();
rotateCW.Act = () => component.Owner.Transform.LocalRotation += Angle.FromDegrees(-90);
rotateCW.Category = VerbCategory.Rotate;
rotateCW.IconTexture = "/Textures/Interface/VerbIcons/rotate_cw.svg.192dpi.png";
rotateCW.Priority = -2; // show CCW, then CW
rotateCW.CloseMenu = false; // allow for easy double rotations.
args.Verbs.Add(rotateCW);
// rotate counter-clockwise
Verb rotateCCW = new();
rotateCCW.Act = () => component.Owner.Transform.LocalRotation += Angle.FromDegrees(90);
rotateCCW.Category = VerbCategory.Rotate;
rotateCCW.IconTexture = "/Textures/Interface/VerbIcons/rotate_ccw.svg.192dpi.png";
rotateCCW.Priority = -1;
rotateCCW.CloseMenu = false; // allow for easy double rotations.
args.Verbs.Add(rotateCCW);
}
/// <summary>
/// Replace a flippable entity with it's flipped / mirror-symmetric entity.
/// </summary>
public static void TryFlip(FlippableComponent component, IEntity user)
{
// TODO FLIPPABLE Currently an entity needs to be un-anchored when flipping. But the newly spawned entity
// defaults to being anchored (and spawns under floor tiles). Fix this?
if (component.Owner.TryGetComponent(out IPhysBody? physics) &&
physics.BodyType == BodyType.Static)
{
component.Owner.PopupMessage(user, Loc.GetString("flippable-component-try-flip-is-stuck"));
return;
}
component.Owner.EntityManager.SpawnEntity(component.MirrorEntity, component.Owner.Transform.Coordinates);
component.Owner.Delete();
}
}
}