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