* 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
115 lines
4.4 KiB
C#
115 lines
4.4 KiB
C#
using Content.Server.Tabletop.Components;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Interaction;
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using Content.Shared.Tabletop;
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using Content.Shared.Tabletop.Events;
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using Content.Shared.Verbs;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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namespace Content.Server.Tabletop
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{
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[UsedImplicitly]
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public partial class TabletopSystem : SharedTabletopSystem
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly ViewSubscriberSystem _viewSubscriberSystem = default!;
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public override void Initialize()
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{
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SubscribeNetworkEvent<TabletopStopPlayingEvent>(OnStopPlaying);
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SubscribeLocalEvent<TabletopGameComponent, ActivateInWorldEvent>(OnTabletopActivate);
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SubscribeLocalEvent<TabletopGameComponent, ComponentShutdown>(OnGameShutdown);
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SubscribeLocalEvent<TabletopGamerComponent, PlayerDetachedEvent>(OnPlayerDetached);
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SubscribeLocalEvent<TabletopGamerComponent, ComponentShutdown>(OnGamerShutdown);
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SubscribeLocalEvent<TabletopGameComponent, GetActivationVerbsEvent>(AddPlayGameVerb);
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InitializeMap();
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InitializeDraggable();
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}
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/// <summary>
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/// Add a verb that allows the player to start playing a tabletop game.
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/// </summary>
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private void AddPlayGameVerb(EntityUid uid, TabletopGameComponent component, GetActivationVerbsEvent args)
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{
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if (!args.CanAccess || !args.CanInteract)
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return;
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if (!args.User.TryGetComponent<ActorComponent>(out var actor))
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return;
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Verb verb = new();
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verb.Text = Loc.GetString("tabletop-verb-play-game");
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verb.IconTexture = "/Textures/Interface/VerbIcons/die.svg.192dpi.png";
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verb.Act = () => OpenSessionFor(actor.PlayerSession, uid);
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args.Verbs.Add(verb);
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}
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private void OnTabletopActivate(EntityUid uid, TabletopGameComponent component, ActivateInWorldEvent args)
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{
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// Check that a player is attached to the entity.
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if (!EntityManager.TryGetComponent(args.User.Uid, out ActorComponent? actor))
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return;
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// Check that the entity can interact with the game board.
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if(_actionBlockerSystem.CanInteract(args.User))
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OpenSessionFor(actor.PlayerSession, uid);
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}
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private void OnGameShutdown(EntityUid uid, TabletopGameComponent component, ComponentShutdown args)
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{
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CleanupSession(uid);
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}
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private void OnStopPlaying(TabletopStopPlayingEvent msg, EntitySessionEventArgs args)
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{
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CloseSessionFor((IPlayerSession)args.SenderSession, msg.TableUid);
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}
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private void OnPlayerDetached(EntityUid uid, TabletopGamerComponent component, PlayerDetachedEvent args)
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{
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if(component.Tabletop.IsValid())
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CloseSessionFor(args.Player, component.Tabletop);
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}
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private void OnGamerShutdown(EntityUid uid, TabletopGamerComponent component, ComponentShutdown args)
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{
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if (!EntityManager.TryGetComponent(uid, out ActorComponent? actor))
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return;
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if(component.Tabletop.IsValid())
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CloseSessionFor(actor.PlayerSession, component.Tabletop);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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foreach (var gamer in EntityManager.EntityQuery<TabletopGamerComponent>(true))
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{
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if (!EntityManager.TryGetEntity(gamer.Tabletop, out var table))
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continue;
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if (!gamer.Owner.TryGetComponent(out ActorComponent? actor))
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{
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gamer.Owner.RemoveComponent<TabletopGamerComponent>();
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return;
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};
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if (actor.PlayerSession.Status > SessionStatus.Connected || CanSeeTable(gamer.Owner, table)
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|| !StunnedOrNoHands(gamer.Owner))
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continue;
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CloseSessionFor(actor.PlayerSession, table.Uid);
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}
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}
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}
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}
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