Files
tbd-station-14/Content.Server/Strip/StrippableComponent.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

448 lines
15 KiB
C#

using System.Collections.Generic;
using System.Threading;
using Content.Server.Cuffs.Components;
using Content.Server.DoAfter;
using Content.Server.Hands.Components;
using Content.Server.Inventory.Components;
using Content.Server.Items;
using Content.Server.UserInterface;
using Content.Shared.ActionBlocker;
using Content.Shared.DragDrop;
using Content.Shared.Hands.Components;
using Content.Shared.Popups;
using Content.Shared.Strip.Components;
using Robust.Server.GameObjects;
using Robust.Server.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.ViewVariables;
using static Content.Shared.Inventory.EquipmentSlotDefines;
namespace Content.Server.Strip
{
[RegisterComponent]
[ComponentReference(typeof(SharedStrippableComponent))]
public sealed class StrippableComponent : SharedStrippableComponent
{
public const float StripDelay = 2f;
// TODO: This component needs localization.
[ViewVariables]
private BoundUserInterface? UserInterface => Owner.GetUIOrNull(StrippingUiKey.Key);
protected override void Initialize()
{
base.Initialize();
if (UserInterface != null)
{
UserInterface.OnReceiveMessage += HandleUserInterfaceMessage;
}
Owner.EnsureComponentWarn<InventoryComponent>();
Owner.EnsureComponentWarn<HandsComponent>();
Owner.EnsureComponentWarn<CuffableComponent>();
if (Owner.TryGetComponent(out CuffableComponent? cuffed))
{
cuffed.OnCuffedStateChanged += UpdateSubscribed;
}
if (Owner.TryGetComponent(out InventoryComponent? inventory))
{
inventory.OnItemChanged += UpdateSubscribed;
}
if (Owner.TryGetComponent(out HandsComponent? hands))
{
hands.OnItemChanged += UpdateSubscribed;
}
// Initial update.
UpdateSubscribed();
}
private void UpdateSubscribed()
{
if (UserInterface == null)
{
return;
}
var inventory = GetInventorySlots();
var hands = GetHandSlots();
var cuffs = GetHandcuffs();
UserInterface.SetState(new StrippingBoundUserInterfaceState(inventory, hands, cuffs));
}
public override bool Drop(DragDropEvent args)
{
if (!args.User.TryGetComponent(out ActorComponent? actor)) return false;
OpenUserInterface(actor.PlayerSession);
return true;
}
private Dictionary<EntityUid, string> GetHandcuffs()
{
var dictionary = new Dictionary<EntityUid, string>();
if (!Owner.TryGetComponent(out CuffableComponent? cuffed))
{
return dictionary;
}
foreach (IEntity entity in cuffed.StoredEntities)
{
dictionary.Add(entity.Uid, entity.Name);
}
return dictionary;
}
private Dictionary<Slots, string> GetInventorySlots()
{
var dictionary = new Dictionary<Slots, string>();
if (!Owner.TryGetComponent(out InventoryComponent? inventory))
{
return dictionary;
}
foreach (var slot in inventory.Slots)
{
dictionary[slot] = inventory.GetSlotItem(slot)?.Owner.Name ?? "None";
}
return dictionary;
}
private Dictionary<string, string> GetHandSlots()
{
var dictionary = new Dictionary<string, string>();
if (!Owner.TryGetComponent(out HandsComponent? hands))
{
return dictionary;
}
foreach (var hand in hands.HandNames)
{
var owner = hands.GetItem(hand)?.Owner;
if (owner?.HasComponent<HandVirtualItemComponent>() ?? true)
{
dictionary[hand] = "None";
continue;
}
dictionary[hand] = owner.Name;
}
return dictionary;
}
public void OpenUserInterface(IPlayerSession session)
{
UserInterface?.Open(session);
}
/// <summary>
/// Places item in user's active hand to an inventory slot.
/// </summary>
private async void PlaceActiveHandItemInInventory(IEntity user, Slots slot)
{
var inventory = Owner.GetComponent<InventoryComponent>();
var userHands = user.GetComponent<HandsComponent>();
var item = userHands.GetActiveHand;
bool Check()
{
if (!EntitySystem.Get<ActionBlockerSystem>().CanInteract(user))
return false;
if (item == null)
{
user.PopupMessageCursor(Loc.GetString("strippable-component-not-holding-anything"));
return false;
}
if (!userHands.CanDrop(userHands.ActiveHand!))
{
user.PopupMessageCursor(Loc.GetString("strippable-component-cannot-drop"));
return false;
}
if (!inventory.HasSlot(slot))
return false;
if (inventory.TryGetSlotItem(slot, out ItemComponent _))
{
user.PopupMessageCursor(Loc.GetString("strippable-component-item-slot-occupied",("owner", Owner)));
return false;
}
if (!inventory.CanEquip(slot, item, false))
{
user.PopupMessageCursor(Loc.GetString("strippable-component-cannot-equip-message",("owner", Owner)));
return false;
}
return true;
}
var doAfterSystem = EntitySystem.Get<DoAfterSystem>();
var doAfterArgs = new DoAfterEventArgs(user, StripDelay, CancellationToken.None, Owner)
{
ExtraCheck = Check,
BreakOnStun = true,
BreakOnDamage = true,
BreakOnTargetMove = true,
BreakOnUserMove = true,
NeedHand = true,
};
var result = await doAfterSystem.WaitDoAfter(doAfterArgs);
if (result != DoAfterStatus.Finished) return;
userHands.Drop(item!.Owner, false);
inventory.Equip(slot, item!.Owner, false);
UpdateSubscribed();
}
/// <summary>
/// Places item in user's active hand in one of the entity's hands.
/// </summary>
private async void PlaceActiveHandItemInHands(IEntity user, string hand)
{
var hands = Owner.GetComponent<HandsComponent>();
var userHands = user.GetComponent<HandsComponent>();
var item = userHands.GetActiveHand;
bool Check()
{
if (!EntitySystem.Get<ActionBlockerSystem>().CanInteract(user))
return false;
if (item == null)
{
user.PopupMessageCursor(Loc.GetString("strippable-component-not-holding-anything"));
return false;
}
if (!userHands.CanDrop(userHands.ActiveHand!))
{
user.PopupMessageCursor(Loc.GetString("strippable-component-cannot-drop"));
return false;
}
if (!hands.HasHand(hand))
{
return false;
}
if (hands.TryGetItem(hand, out var _))
{
user.PopupMessageCursor(Loc.GetString("strippable-component-item-slot-occupied-message", ("owner", Owner)));
return false;
}
if (!hands.CanPickupEntity(hand, item.Owner, checkActionBlocker: false))
{
user.PopupMessageCursor(Loc.GetString("strippable-component-cannot-put-message",("owner", Owner)));
return false;
}
return true;
}
var doAfterSystem = EntitySystem.Get<DoAfterSystem>();
var doAfterArgs = new DoAfterEventArgs(user, StripDelay, CancellationToken.None, Owner)
{
ExtraCheck = Check,
BreakOnStun = true,
BreakOnDamage = true,
BreakOnTargetMove = true,
BreakOnUserMove = true,
NeedHand = true,
};
var result = await doAfterSystem.WaitDoAfter(doAfterArgs);
if (result != DoAfterStatus.Finished) return;
userHands.Drop(hand);
hands.TryPickupEntity(hand, item!.Owner, checkActionBlocker: false);
UpdateSubscribed();
}
/// <summary>
/// Takes an item from the inventory and places it in the user's active hand.
/// </summary>
private async void TakeItemFromInventory(IEntity user, Slots slot)
{
var inventory = Owner.GetComponent<InventoryComponent>();
var userHands = user.GetComponent<HandsComponent>();
bool Check()
{
if (!EntitySystem.Get<ActionBlockerSystem>().CanInteract(user))
return false;
if (!inventory.HasSlot(slot))
return false;
if (!inventory.TryGetSlotItem(slot, out ItemComponent? itemToTake))
{
user.PopupMessageCursor(Loc.GetString("strippable-component-item-slot-free-message",("owner", Owner)));
return false;
}
if (!inventory.CanUnequip(slot, false))
{
user.PopupMessageCursor(Loc.GetString("strippable-component-cannot-unequip-message",("owner", Owner)));
return false;
}
return true;
}
var doAfterSystem = EntitySystem.Get<DoAfterSystem>();
var doAfterArgs = new DoAfterEventArgs(user, StripDelay, CancellationToken.None, Owner)
{
ExtraCheck = Check,
BreakOnStun = true,
BreakOnDamage = true,
BreakOnTargetMove = true,
BreakOnUserMove = true,
};
var result = await doAfterSystem.WaitDoAfter(doAfterArgs);
if (result != DoAfterStatus.Finished) return;
var item = inventory.GetSlotItem(slot);
inventory.Unequip(slot, false);
if (item != null)
{
userHands.PutInHandOrDrop(item);
}
UpdateSubscribed();
}
/// <summary>
/// Takes an item from a hand and places it in the user's active hand.
/// </summary>
private async void TakeItemFromHands(IEntity user, string hand)
{
var hands = Owner.GetComponent<HandsComponent>();
var userHands = user.GetComponent<HandsComponent>();
bool Check()
{
if (!EntitySystem.Get<ActionBlockerSystem>().CanInteract(user))
return false;
if (!hands.HasHand(hand))
return false;
if (!hands.TryGetItem(hand, out var heldItem))
{
user.PopupMessageCursor(Loc.GetString("strippable-component-item-slot-free-message",("owner", Owner)));
return false;
}
if (heldItem.Owner.HasComponent<HandVirtualItemComponent>())
return false;
if (!hands.CanDrop(hand, false))
{
user.PopupMessageCursor(Loc.GetString("strippable-component-cannot-drop-message",("owner", Owner)));
return false;
}
return true;
}
var doAfterSystem = EntitySystem.Get<DoAfterSystem>();
var doAfterArgs = new DoAfterEventArgs(user, StripDelay, CancellationToken.None, Owner)
{
ExtraCheck = Check,
BreakOnStun = true,
BreakOnDamage = true,
BreakOnTargetMove = true,
BreakOnUserMove = true,
};
var result = await doAfterSystem.WaitDoAfter(doAfterArgs);
if (result != DoAfterStatus.Finished) return;
var item = hands.GetItem(hand);
hands.Drop(hand, false);
userHands.PutInHandOrDrop(item!);
UpdateSubscribed();
}
private void HandleUserInterfaceMessage(ServerBoundUserInterfaceMessage obj)
{
var user = obj.Session.AttachedEntity;
if (user == null || !(user.TryGetComponent(out HandsComponent? userHands))) return;
var placingItem = userHands.GetActiveHand != null;
switch (obj.Message)
{
case StrippingInventoryButtonPressed inventoryMessage:
if (Owner.TryGetComponent<InventoryComponent>(out var inventory))
{
if (inventory.TryGetSlotItem(inventoryMessage.Slot, out ItemComponent _))
placingItem = false;
if (placingItem)
PlaceActiveHandItemInInventory(user, inventoryMessage.Slot);
else
TakeItemFromInventory(user, inventoryMessage.Slot);
}
break;
case StrippingHandButtonPressed handMessage:
if (Owner.TryGetComponent<HandsComponent>(out var hands))
{
if (hands.TryGetItem(handMessage.Hand, out _))
placingItem = false;
if (placingItem)
PlaceActiveHandItemInHands(user, handMessage.Hand);
else
TakeItemFromHands(user, handMessage.Hand);
}
break;
case StrippingHandcuffButtonPressed handcuffMessage:
if (Owner.TryGetComponent<CuffableComponent>(out var cuffed))
{
foreach (var entity in cuffed.StoredEntities)
{
if (entity.Uid == handcuffMessage.Handcuff)
{
cuffed.TryUncuff(user, entity);
return;
}
}
}
break;
}
}
}
}