* 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
208 lines
7.2 KiB
C#
208 lines
7.2 KiB
C#
using System;
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using System.Threading.Tasks;
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using Content.Server.Coordinates.Helpers;
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using Content.Server.Pulling;
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using Content.Server.Tools.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Pulling.Components;
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using Content.Shared.Tool;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Construction.Components
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{
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// TODO: Move this component's logic to an EntitySystem.
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[RegisterComponent]
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public class AnchorableComponent : Component, IInteractUsing
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{
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public override string Name => "Anchorable";
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[ViewVariables]
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[DataField("tool")]
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public ToolQuality Tool { get; private set; } = ToolQuality.Anchoring;
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[ViewVariables]
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int IInteractUsing.Priority => 1;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("snap")]
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public bool Snap { get; private set; } = true;
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/// <summary>
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/// Checks if a tool can change the anchored status.
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/// </summary>
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/// <param name="user">The user doing the action</param>
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/// <param name="utilizing">The tool being used</param>
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/// <param name="anchoring">True if we're anchoring, and false if we're unanchoring.</param>
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/// <returns>true if it is valid, false otherwise</returns>
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private async Task<bool> Valid(IEntity user, IEntity utilizing, bool anchoring)
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{
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if (!Owner.HasComponent<IPhysBody>())
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{
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return false;
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}
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BaseAnchoredAttemptEvent attempt =
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anchoring ? new AnchorAttemptEvent(user, utilizing) : new UnanchorAttemptEvent(user, utilizing);
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// Need to cast the event or it will be raised as BaseAnchoredAttemptEvent.
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if (anchoring)
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Owner.EntityManager.EventBus.RaiseLocalEvent(Owner.Uid, (AnchorAttemptEvent) attempt, false);
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else
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Owner.EntityManager.EventBus.RaiseLocalEvent(Owner.Uid, (UnanchorAttemptEvent) attempt, false);
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if (attempt.Cancelled)
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return false;
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return utilizing.TryGetComponent(out ToolComponent? tool) && await tool.UseTool(user, Owner, 0.5f + attempt.Delay, Tool);
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}
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/// <summary>
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/// Tries to anchor the owner of this component.
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/// </summary>
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/// <param name="user">The entity doing the anchoring</param>
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/// <param name="utilizing">The tool being used</param>
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/// <returns>true if anchored, false otherwise</returns>
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public async Task<bool> TryAnchor(IEntity user, IEntity utilizing)
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{
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if (!(await Valid(user, utilizing, true)))
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{
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return false;
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}
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// Snap rotation to cardinal (multiple of 90)
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var rot = Owner.Transform.LocalRotation;
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Owner.Transform.LocalRotation = Math.Round(rot / (Math.PI / 2)) * (Math.PI / 2);
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if (Owner.TryGetComponent(out SharedPullableComponent? pullableComponent))
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{
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if (pullableComponent.Puller != null)
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{
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EntitySystem.Get<PullingSystem>().TryStopPull(pullableComponent);
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}
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}
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if (Snap)
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Owner.SnapToGrid(Owner.EntityManager);
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Owner.EntityManager.EventBus.RaiseLocalEvent(Owner.Uid, new BeforeAnchoredEvent(user, utilizing), false);
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Owner.Transform.Anchored = true;
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Owner.EntityManager.EventBus.RaiseLocalEvent(Owner.Uid, new AnchoredEvent(user, utilizing), false);
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return true;
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}
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/// <summary>
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/// Tries to unanchor the owner of this component.
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/// </summary>
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/// <param name="user">The entity doing the unanchoring</param>
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/// <param name="utilizing">The tool being used, if any</param>
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/// <param name="force">Whether or not to ignore valid tool checks</param>
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/// <returns>true if unanchored, false otherwise</returns>
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public async Task<bool> TryUnAnchor(IEntity user, IEntity utilizing)
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{
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if (!(await Valid(user, utilizing, false)))
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{
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return false;
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}
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Owner.EntityManager.EventBus.RaiseLocalEvent(Owner.Uid, new BeforeUnanchoredEvent(user, utilizing), false);
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Owner.Transform.Anchored = false;
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Owner.EntityManager.EventBus.RaiseLocalEvent(Owner.Uid, new UnanchoredEvent(user, utilizing), false);
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return true;
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}
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/// <summary>
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/// Tries to toggle the anchored status of this component's owner.
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/// </summary>
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/// <param name="user">The entity doing the unanchoring</param>
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/// <param name="utilizing">The tool being used</param>
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/// <returns>true if toggled, false otherwise</returns>
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public async Task<bool> TryToggleAnchor(IEntity user, IEntity utilizing)
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{
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return Owner.Transform.Anchored ?
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await TryUnAnchor(user, utilizing) :
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await TryAnchor(user, utilizing);
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}
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async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
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{
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return await TryToggleAnchor(eventArgs.User, eventArgs.Using);
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}
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}
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public abstract class BaseAnchoredAttemptEvent : CancellableEntityEventArgs
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{
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public IEntity User { get; }
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public IEntity Tool { get; }
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/// <summary>
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/// Extra delay to add to the do_after.
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/// Add to this, don't replace it.
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/// Output parameter.
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/// </summary>
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public float Delay { get; set; } = 0f;
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protected BaseAnchoredAttemptEvent(IEntity user, IEntity tool)
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{
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User = user;
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Tool = tool;
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}
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}
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public class AnchorAttemptEvent : BaseAnchoredAttemptEvent
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{
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public AnchorAttemptEvent(IEntity user, IEntity tool) : base(user, tool) { }
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}
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public class UnanchorAttemptEvent : BaseAnchoredAttemptEvent
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{
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public UnanchorAttemptEvent(IEntity user, IEntity tool) : base(user, tool) { }
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}
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public abstract class BaseAnchoredEvent : EntityEventArgs
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{
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public IEntity User { get; }
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public IEntity Tool { get; }
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protected BaseAnchoredEvent(IEntity user, IEntity tool)
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{
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User = user;
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Tool = tool;
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}
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}
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/// <summary>
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/// Raised just before the entity's body type is changed.
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/// </summary>
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public class BeforeAnchoredEvent : BaseAnchoredEvent
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{
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public BeforeAnchoredEvent(IEntity user, IEntity tool) : base(user, tool) { }
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}
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public class AnchoredEvent : BaseAnchoredEvent
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{
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public AnchoredEvent(IEntity user, IEntity tool) : base(user, tool) { }
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}
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/// <summary>
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/// Raised just before the entity's body type is changed.
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/// </summary>
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public class BeforeUnanchoredEvent : BaseAnchoredEvent
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{
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public BeforeUnanchoredEvent(IEntity user, IEntity tool) : base(user, tool) { }
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}
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public class UnanchoredEvent : BaseAnchoredEvent
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{
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public UnanchoredEvent(IEntity user, IEntity tool) : base(user, tool) { }
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}
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}
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