* 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
193 lines
5.3 KiB
C#
193 lines
5.3 KiB
C#
using System;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Hands.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Helpers;
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using Content.Shared.Inventory;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.Item
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{
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/// <summary>
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/// Players can pick up, drop, and put items in bags, and they can be seen in player's hands.
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/// </summary>
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[NetworkedComponent()]
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public abstract class SharedItemComponent : Component, IEquipped, IUnequipped, IInteractHand
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{
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public override string Name => "Item";
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/// <summary>
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/// How much big this item is.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public int Size
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{
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get => _size;
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set
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{
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_size = value;
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Dirty();
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}
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}
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[DataField("size")]
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private int _size;
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/// <summary>
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/// Part of the state of the sprite shown on the player when this item is in their hands.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public string? EquippedPrefix
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{
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get => _equippedPrefix;
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set
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{
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_equippedPrefix = value;
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OnEquippedPrefixChange();
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Dirty();
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}
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}
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[DataField("HeldPrefix")]
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private string? _equippedPrefix;
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/// <summary>
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/// Color of the sprite shown on the player when this item is in their hands.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public Color Color
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{
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get => _color;
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protected set
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{
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_color = value;
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Dirty();
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}
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}
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[DataField("color")]
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private Color _color = Color.White;
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/// <summary>
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/// Rsi of the sprite shown on the player when this item is in their hands.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public string? RsiPath
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{
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get => _rsiPath;
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set
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{
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_rsiPath = value;
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Dirty();
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}
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}
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[DataField("sprite")]
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private string? _rsiPath;
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public override ComponentState GetComponentState(ICommonSession player)
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{
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return new ItemComponentState(Size, EquippedPrefix, Color, RsiPath);
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}
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (curState is not ItemComponentState state)
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return;
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Size = state.Size;
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EquippedPrefix = state.EquippedPrefix;
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Color = state.Color;
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RsiPath = state.RsiPath;
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}
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/// <summary>
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/// If a player can pick up this item.
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/// </summary>
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public bool CanPickup(IEntity user, bool popup = true)
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{
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if (!EntitySystem.Get<ActionBlockerSystem>().CanPickup(user))
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return false;
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if (user.Transform.MapID != Owner.Transform.MapID)
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return false;
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if (!Owner.TryGetComponent(out IPhysBody? physics) || physics.BodyType == BodyType.Static)
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return false;
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return user.InRangeUnobstructed(Owner, ignoreInsideBlocker: true, popup: popup);
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}
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void IEquipped.Equipped(EquippedEventArgs eventArgs)
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{
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EquippedToSlot();
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}
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void IUnequipped.Unequipped(UnequippedEventArgs eventArgs)
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{
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RemovedFromSlot();
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}
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bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
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{
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var user = eventArgs.User;
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if (!CanPickup(user))
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return false;
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if (!user.TryGetComponent(out SharedHandsComponent? hands))
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return false;
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var activeHand = hands.ActiveHand;
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if (activeHand == null)
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return false;
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hands.TryPickupEntityToActiveHand(Owner);
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return true;
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}
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protected virtual void OnEquippedPrefixChange() { }
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public virtual void RemovedFromSlot() { }
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public virtual void EquippedToSlot() { }
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}
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[Serializable, NetSerializable]
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public class ItemComponentState : ComponentState
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{
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public int Size { get; }
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public string? EquippedPrefix { get; }
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public Color Color { get; }
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public string? RsiPath { get; }
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public ItemComponentState(int size, string? equippedPrefix, Color color, string? rsiPath)
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{
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Size = size;
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EquippedPrefix = equippedPrefix;
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Color = color;
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RsiPath = rsiPath;
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}
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}
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/// <summary>
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/// Reference sizes for common containers and items.
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/// </summary>
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public enum ReferenceSizes
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{
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Wallet = 4,
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Pocket = 12,
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Box = 24,
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Belt = 30,
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Toolbox = 60,
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Backpack = 100,
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NoStoring = 9999
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}
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}
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