* 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
150 lines
5.8 KiB
C#
150 lines
5.8 KiB
C#
using Content.Server.Power.Components;
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using Content.Server.Weapon.Ranged.Barrels.Components;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Popups;
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using Content.Shared.Verbs;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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namespace Content.Server.Weapon.Ranged.Barrels
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{
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public sealed class BarrelSystem : EntitySystem
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{
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RevolverBarrelComponent, GetAlternativeVerbsEvent>(AddSpinVerb);
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SubscribeLocalEvent<ServerBatteryBarrelComponent, GetAlternativeVerbsEvent>(AddEjectCellVerb);
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SubscribeLocalEvent<ServerBatteryBarrelComponent, GetInteractionVerbsEvent>(AddInsertCellVerb);
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SubscribeLocalEvent<BoltActionBarrelComponent, GetInteractionVerbsEvent>(AddToggleBoltVerb);
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SubscribeLocalEvent<ServerMagazineBarrelComponent, GetInteractionVerbsEvent>(AddMagazineInteractionVerbs);
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SubscribeLocalEvent<ServerMagazineBarrelComponent, GetAlternativeVerbsEvent>(AddEjectMagazineVerb);
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}
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private void AddSpinVerb(EntityUid uid, RevolverBarrelComponent component, GetAlternativeVerbsEvent args)
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{
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if (args.Hands == null || !args.CanAccess || !args.CanInteract)
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return;
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if (component.Capacity <= 1 || component.ShotsLeft == 0)
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return;
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Verb verb = new();
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verb.Text = Loc.GetString("spin-revolver-verb-get-data-text");
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verb.IconTexture = "/Textures/Interface/VerbIcons/refresh.svg.192dpi.png";
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verb.Act = () =>
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{
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component.Spin();
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component.Owner.PopupMessage(args.User, Loc.GetString("spin-revolver-verb-on-activate"));
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};
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args.Verbs.Add(verb);
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}
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private void AddToggleBoltVerb(EntityUid uid, BoltActionBarrelComponent component, GetInteractionVerbsEvent args)
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{
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if (args.Hands == null ||
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!args.CanAccess ||
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!args.CanInteract)
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return;
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Verb verb = new();
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verb.Text = component.BoltOpen
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? Loc.GetString("close-bolt-verb-get-data-text")
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: Loc.GetString("open-bolt-verb-get-data-text");
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verb.Act = () => component.BoltOpen = !component.BoltOpen;
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args.Verbs.Add(verb);
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}
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// TODO VERBS EJECTABLES Standardize eject/insert verbs into a single system?
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// Really, why isn't this just PowerCellSlotComponent?
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private void AddEjectCellVerb(EntityUid uid, ServerBatteryBarrelComponent component, GetAlternativeVerbsEvent args)
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{
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if (args.Hands == null ||
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!args.CanAccess ||
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!args.CanInteract ||
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!component.PowerCellRemovable ||
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component.PowerCell == null ||
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!_actionBlockerSystem.CanPickup(args.User))
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return;
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Verb verb = new();
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verb.Text = component.PowerCell.Owner.Name;
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verb.Category = VerbCategory.Eject;
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verb.Act = () => component.TryEjectCell(args.User);
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args.Verbs.Add(verb);
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}
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private void AddInsertCellVerb(EntityUid uid, ServerBatteryBarrelComponent component, GetInteractionVerbsEvent args)
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{
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if (args.Using == null ||
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!args.CanAccess ||
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!args.CanInteract ||
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component.PowerCell != null ||
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!args.Using.HasComponent<BatteryComponent>() ||
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!_actionBlockerSystem.CanDrop(args.User))
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return;
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Verb verb = new();
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verb.Text = args.Using.Name;
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verb.Category = VerbCategory.Insert;
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verb.Act = () => component.TryInsertPowerCell(args.Using);
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args.Verbs.Add(verb);
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}
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private void AddEjectMagazineVerb(EntityUid uid, ServerMagazineBarrelComponent component, GetAlternativeVerbsEvent args)
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{
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if (args.Hands == null ||
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!args.CanAccess ||
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!args.CanInteract ||
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!component.HasMagazine ||
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!_actionBlockerSystem.CanPickup(args.User))
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return;
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if (component.MagNeedsOpenBolt && !component.BoltOpen)
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return;
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Verb verb = new();
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verb.Text = component.MagazineContainer.ContainedEntity!.Name;
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verb.Category = VerbCategory.Eject;
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verb.Act = () => component.RemoveMagazine(args.User);
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args.Verbs.Add(verb);
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}
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private void AddMagazineInteractionVerbs(EntityUid uid, ServerMagazineBarrelComponent component, GetInteractionVerbsEvent args)
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{
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if (args.Hands == null ||
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!args.CanAccess ||
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!args.CanInteract)
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return;
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// Toggle bolt verb
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Verb toggleBolt = new();
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toggleBolt.Text = component.BoltOpen
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? Loc.GetString("close-bolt-verb-get-data-text")
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: Loc.GetString("open-bolt-verb-get-data-text");
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toggleBolt.Act = () => component.BoltOpen = !component.BoltOpen;
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args.Verbs.Add(toggleBolt);
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// Are we holding a mag that we can insert?
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if (args.Using == null ||
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!component.CanInsertMagazine(args.User, args.Using) ||
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!_actionBlockerSystem.CanDrop(args.User))
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return;
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// Insert mag verb
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Verb insert = new();
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insert.Text = args.Using.Name;
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insert.Category = VerbCategory.Insert;
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insert.Act = () => component.InsertMagazine(args.User, args.Using);
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args.Verbs.Add(insert);
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}
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}
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}
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