* 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
217 lines
8.5 KiB
C#
217 lines
8.5 KiB
C#
using System;
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using Content.Server.Hands.Components;
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using Content.Server.Items;
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using Content.Shared.Audio;
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using Content.Shared.Examine;
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using Content.Shared.Sound;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Player;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.PowerCell.Components
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{
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/// <summary>
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/// Provides a "battery compartment" that can contain a <see cref="PowerCellComponent"/> of the matching
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/// <see cref="PowerCellSize"/>. Intended to supplement other components, not very useful by itself.
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/// </summary>
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[RegisterComponent]
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public class PowerCellSlotComponent : Component, IExamine, IMapInit
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{
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public override string Name => "PowerCellSlot";
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/// <summary>
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/// What size of cell fits into this component.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("slotSize")]
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public PowerCellSize SlotSize { get; set; } = PowerCellSize.Small;
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/// <summary>
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/// Can the cell be removed ?
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("canRemoveCell")]
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public bool CanRemoveCell { get; set; } = true;
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/// <summary>
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/// Should the "Remove cell" verb be displayed on this component?
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("showVerb")]
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public bool ShowVerb { get; set; } = true;
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/// <summary>
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/// String passed to <see><cref>String.Format</cref></see> when showing the description text for this item.
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/// String.Format is given a single parameter which is the size letter (S/M/L) of the cells this component uses.
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/// Use null to show no text.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("descFormatString")]
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public string? DescFormatString { get; set; } = "It uses size {0} power cells.";
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/// <summary>
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/// File path to a sound file that should be played when the cell is removed.
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/// </summary>
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/// <example>"/Audio/Items/pistol_magout.ogg"</example>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("cellRemoveSound")]
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public SoundSpecifier CellRemoveSound { get; set; } = new SoundPathSpecifier("/Audio/Items/pistol_magin.ogg");
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/// <summary>
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/// File path to a sound file that should be played when a cell is inserted.
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/// </summary>
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/// <example>"/Audio/Items/pistol_magin.ogg"</example>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("cellInsertSound")]
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public SoundSpecifier CellInsertSound { get; set; } = new SoundPathSpecifier("/Audio/Items/pistol_magout.ogg");
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[ViewVariables] private ContainerSlot _cellContainer = default!;
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[ViewVariables]
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public PowerCellComponent? Cell
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{
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get
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{
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if (_cellContainer.ContainedEntity == null) return null;
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return _cellContainer.ContainedEntity.TryGetComponent(out PowerCellComponent? cell) ? cell : null;
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}
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}
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[ViewVariables] public bool HasCell => Cell != null;
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/// <summary>
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/// True if we don't want a cell inserted during map init.
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/// </summary>
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[DataField("startEmpty")]
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private bool _startEmpty = false;
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/// <summary>
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/// If not null, this cell type will be inserted at MapInit instead of the default Standard cell.
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/// </summary>
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[DataField("startingCellType")]
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private string? _startingCellType = null;
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protected override void Initialize()
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{
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base.Initialize();
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_cellContainer = ContainerHelpers.EnsureContainer<ContainerSlot>(Owner, "cellslot_cell_container", out _);
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}
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void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
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{
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if (!inDetailsRange) return;
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string sizeLetter = SlotSize switch
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{
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PowerCellSize.Small => Loc.GetString("power-cell-slot-component-small-size-shorthand"),
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PowerCellSize.Medium => Loc.GetString("power-cell-slot-component-medium-size-shorthand"),
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PowerCellSize.Large => Loc.GetString("power-cell-slot-component-large-size-shorthand"),
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_ => "???"
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};
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if (DescFormatString != null) message.AddMarkup(string.Format(DescFormatString, sizeLetter));
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}
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/// <summary>
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/// Remove the cell from this component. If a user is specified, the cell will be put in their hands
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/// or failing that, at their feet. If no user is specified the cell will be put at the location of
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/// the parent of this component.
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/// </summary>
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/// <param name="user">(optional) the user to give the removed cell to.</param>
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/// <param name="playSound">Should <see cref="CellRemoveSound"/> be played upon removal?</param>
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/// <returns>The cell component of the entity that was removed, or null if removal failed.</returns>
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public PowerCellComponent? EjectCell(IEntity? user, bool playSound = true)
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{
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var cell = Cell;
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if (cell == null || !CanRemoveCell) return null;
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if (!_cellContainer.Remove(cell.Owner)) return null;
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//Dirty();
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if (user != null)
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{
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if (!user.TryGetComponent(out HandsComponent? hands) || !hands.PutInHand(cell.Owner.GetComponent<ItemComponent>()))
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{
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cell.Owner.Transform.Coordinates = user.Transform.Coordinates;
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}
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}
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else
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{
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cell.Owner.Transform.Coordinates = Owner.Transform.Coordinates;
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}
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if (playSound)
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{
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SoundSystem.Play(Filter.Pvs(Owner), CellRemoveSound.GetSound(), Owner, AudioHelpers.WithVariation(0.125f));
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}
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Owner.EntityManager.EventBus.RaiseLocalEvent(Owner.Uid, new PowerCellChangedEvent(true), false);
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return cell;
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}
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/// <summary>
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/// Tries to insert the given cell into this component. The cell will be put into the container of this component.
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/// </summary>
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/// <param name="cell">The cell to insert.</param>
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/// <param name="playSound">Should <see cref="CellInsertSound"/> be played upon insertion?</param>
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/// <returns>True if insertion succeeded; false otherwise.</returns>
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public bool InsertCell(IEntity cell, bool playSound = true)
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{
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if (Cell != null) return false;
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if (!cell.TryGetComponent<ItemComponent>(out var _)) return false;
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if (!cell.TryGetComponent<PowerCellComponent>(out var cellComponent)) return false;
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if (cellComponent.CellSize != SlotSize) return false;
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if (!_cellContainer.Insert(cell)) return false;
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//Dirty();
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if (playSound)
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{
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SoundSystem.Play(Filter.Pvs(Owner), CellInsertSound.GetSound(), Owner, AudioHelpers.WithVariation(0.125f));
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}
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Owner.EntityManager.EventBus.RaiseLocalEvent(Owner.Uid, new PowerCellChangedEvent(false), false);
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return true;
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}
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void IMapInit.MapInit()
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{
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if (_startEmpty || _cellContainer.ContainedEntity != null)
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{
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return;
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}
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string type;
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if (_startingCellType != null)
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{
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type = _startingCellType;
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}
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else
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{
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type = SlotSize switch
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{
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PowerCellSize.Small => "PowerCellSmallStandard",
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PowerCellSize.Medium => "PowerCellMediumStandard",
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PowerCellSize.Large => "PowerCellLargeStandard",
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_ => throw new ArgumentOutOfRangeException()
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};
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}
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var cell = Owner.EntityManager.SpawnEntity(type, Owner.Transform.Coordinates);
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_cellContainer.Insert(cell);
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}
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}
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public class PowerCellChangedEvent : EntityEventArgs
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{
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/// <summary>
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/// If true, the cell was ejected; if false, it was inserted.
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/// </summary>
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public bool Ejected { get; }
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public PowerCellChangedEvent(bool ejected)
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{
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Ejected = ejected;
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}
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}
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}
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