Content update for UI prediction (#27214)

* Content update for UI refactor

* Big update

* Sharing

* Remaining content updates

* First big update

* Prototype updates

* AUGH

* Fix UI comp ref

* Cleanup

- Fix predicted message, fix item slots, fix interaction range check.

* Fix regressions

* Make this predictive

idk why it wasn't.

* Fix slime merge

* Merge conflict

* Fix merge
This commit is contained in:
metalgearsloth
2024-04-26 18:16:24 +10:00
committed by GitHub
parent 32b81de8c5
commit 5896e68752
279 changed files with 1308 additions and 1582 deletions

View File

@@ -18,50 +18,31 @@ public sealed class IntrinsicUISystem : EntitySystem
private void OnActionToggle(EntityUid uid, IntrinsicUIComponent component, ToggleIntrinsicUIEvent args)
{
if (args.Key == null)
return;
args.Handled = InteractUI(uid, args.Key, component);
}
private void InitActions(EntityUid uid, IntrinsicUIComponent component, MapInitEvent args)
{
foreach (var entry in component.UIs)
foreach (var entry in component.UIs.Values)
{
_actionsSystem.AddAction(uid, ref entry.ToggleActionEntity, entry.ToggleAction);
}
}
public bool InteractUI(EntityUid uid, Enum? key, IntrinsicUIComponent? iui = null, ActorComponent? actor = null)
public bool InteractUI(EntityUid uid, Enum key, IntrinsicUIComponent? iui = null, ActorComponent? actor = null)
{
if (!Resolve(uid, ref iui, ref actor))
return false;
if (key is null)
{
Log.Error($"Entity {ToPrettyString(uid)} has an invalid intrinsic UI.");
}
var ui = GetUIOrNull(uid, key, iui);
if (ui is null)
{
Log.Error($"Couldn't get UI {key} on {ToPrettyString(uid)}");
return false;
}
var attempt = new IntrinsicUIOpenAttemptEvent(uid, key);
RaiseLocalEvent(uid, attempt);
if (attempt.Cancelled)
return false;
_uiSystem.ToggleUi(ui, actor.PlayerSession);
return true;
}
private PlayerBoundUserInterface? GetUIOrNull(EntityUid uid, Enum? key, IntrinsicUIComponent? component = null)
{
if (!Resolve(uid, ref component))
return null;
return key is null ? null : _uiSystem.GetUiOrNull(uid, key);
return _uiSystem.TryToggleUi(uid, key, actor.PlayerSession);
}
}