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
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@@ -17,6 +17,7 @@ using Content.Shared.Coordinates;
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using Content.Shared.Examine;
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using Content.Shared.Interaction.Helpers;
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using Content.Shared.Popups;
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using Content.Shared.Verbs;
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using JetBrains.Annotations;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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@@ -50,9 +51,42 @@ namespace Content.Server.Construction
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SubscribeNetworkEvent<TryStartStructureConstructionMessage>(HandleStartStructureConstruction);
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SubscribeNetworkEvent<TryStartItemConstructionMessage>(HandleStartItemConstruction);
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SubscribeLocalEvent<ConstructionComponent, GetOtherVerbsEvent>(AddDeconstructVerb);
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SubscribeLocalEvent<ConstructionComponent, ExaminedEvent>(HandleConstructionExamined);
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}
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private void AddDeconstructVerb(EntityUid uid, ConstructionComponent component, GetOtherVerbsEvent args)
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{
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if (!args.CanAccess)
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return;
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if (component.Target?.Name == component.DeconstructionNodeIdentifier ||
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component.Node?.Name == component.DeconstructionNodeIdentifier)
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return;
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Verb verb = new();
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//verb.Category = VerbCategories.Construction;
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//TODO VERBS add more construction verbs? Until then, removing construction category
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verb.Text = Loc.GetString("deconstructible-verb-begin-deconstruct");
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verb.IconTexture = "/Textures/Interface/hammer_scaled.svg.192dpi.png";
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verb.Act = () =>
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{
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component.SetNewTarget(component.DeconstructionNodeIdentifier);
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if (component.Target == null)
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{
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// Maybe check, but on the flip-side a better solution might be to not make it undeconstructible in the first place, no?
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component.Owner.PopupMessage(args.User, Loc.GetString("deconstructible-verb-activate-no-target-text"));
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}
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else
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{
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component.Owner.PopupMessage(args.User, Loc.GetString("deconstructible-verb-activate-text"));
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}
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};
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args.Verbs.Add(verb);
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}
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private void HandleConstructionExamined(EntityUid uid, ConstructionComponent component, ExaminedEvent args)
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{
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if (component.Target != null)
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@@ -101,7 +135,6 @@ namespace Content.Server.Construction
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list[0].DoExamine(args);
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}
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}
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private IEnumerable<IEntity> EnumerateNearby(IEntity user)
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