Files
tbd-station-14/Content.Server/Tabletop/TabletopSystem.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

115 lines
4.4 KiB
C#

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