* 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
78 lines
2.6 KiB
C#
78 lines
2.6 KiB
C#
using Content.Shared.Alert;
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using Content.Shared.Hands;
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using Content.Shared.Movement.Components;
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using Content.Shared.Physics.Pull;
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using Content.Shared.Pulling.Components;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Shared.Pulling.Systems
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{
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[UsedImplicitly]
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public sealed class SharedPullerSystem : EntitySystem
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{
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[Dependency] private readonly SharedPullingSystem _pullSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SharedPullerComponent, PullStartedMessage>(PullerHandlePullStarted);
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SubscribeLocalEvent<SharedPullerComponent, PullStoppedMessage>(PullerHandlePullStopped);
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SubscribeLocalEvent<SharedPullerComponent, VirtualItemDeletedEvent>(OnVirtualItemDeleted);
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}
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private void OnVirtualItemDeleted(EntityUid uid, SharedPullerComponent component, VirtualItemDeletedEvent args)
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{
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if (component.Pulling == null)
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return;
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if (component.Pulling == EntityManager.GetEntity(args.BlockingEntity))
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{
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if (EntityManager.TryGetComponent<SharedPullableComponent>(args.BlockingEntity, out var comp))
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{
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_pullSystem.TryStopPull(comp, EntityManager.GetEntity(uid));
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}
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}
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}
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private static void PullerHandlePullStarted(
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EntityUid uid,
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SharedPullerComponent component,
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PullStartedMessage args)
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{
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if (args.Puller.Owner.Uid != uid)
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return;
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if (component.Owner.TryGetComponent(out SharedAlertsComponent? alerts))
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alerts.ShowAlert(AlertType.Pulling);
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RefreshMovementSpeed(component);
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}
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private static void PullerHandlePullStopped(
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EntityUid uid,
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SharedPullerComponent component,
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PullStoppedMessage args)
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{
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if (args.Puller.Owner.Uid != uid)
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return;
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if (component.Owner.TryGetComponent(out SharedAlertsComponent? alerts))
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alerts.ClearAlert(AlertType.Pulling);
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RefreshMovementSpeed(component);
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}
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private static void RefreshMovementSpeed(SharedPullerComponent component)
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{
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// Before changing how this is updated, please see SharedPullerComponent
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if (component.Owner.TryGetComponent<MovementSpeedModifierComponent>(out var speed))
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{
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speed.RefreshMovementSpeedModifiers();
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}
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}
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}
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}
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