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

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@@ -0,0 +1,73 @@
using Content.Shared.Whitelist;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations;
namespace Content.Shared.UserInterface
{
[RegisterComponent, NetworkedComponent]
public sealed partial class ActivatableUIComponent : Component
{
[DataField(required: true, customTypeSerializer: typeof(EnumSerializer))]
public Enum Key { get; set; } = default!;
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public bool InHandsOnly { get; set; } = false;
[DataField]
public bool SingleUser { get; set; } = false;
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public bool AdminOnly { get; set; } = false;
[DataField]
public LocId VerbText = "ui-verb-toggle-open";
/// <summary>
/// Whether you need a hand to operate this UI. The hand does not need to be free, you just need to have one.
/// </summary>
/// <remarks>
/// This should probably be true for most machines & computers, but there will still be UIs that represent a
/// more generic interaction / configuration that might not require hands.
/// </remarks>
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public bool RequireHands = true;
/// <summary>
/// Entities that are required to open this UI.
/// </summary>
[DataField("allowedItems")]
[ViewVariables(VVAccess.ReadWrite)]
public EntityWhitelist? AllowedItems = null;
/// <summary>
/// Whether you can activate this ui with activateinhand or not
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public bool RightClickOnly;
/// <summary>
/// Whether spectators (non-admin ghosts) should be allowed to view this UI.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public bool AllowSpectator = true;
/// <summary>
/// Whether the UI should close when the item is deselected due to a hand swap or drop
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public bool CloseOnHandDeselect = true;
/// <summary>
/// The client channel currently using the object, or null if there's none/not single user.
/// NOTE: DO NOT DIRECTLY SET, USE ActivatableUISystem.SetCurrentSingleUser
/// </summary>
[ViewVariables]
public EntityUid? CurrentSingleUser;
}
}

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@@ -24,12 +24,12 @@ public sealed class UserOpenActivatableUIAttemptEvent : CancellableEntityEventAr
public sealed class AfterActivatableUIOpenEvent : EntityEventArgs
{
public EntityUid User { get; }
public readonly ICommonSession Session;
public readonly EntityUid Actor;
public AfterActivatableUIOpenEvent(EntityUid who, ICommonSession session)
public AfterActivatableUIOpenEvent(EntityUid who, EntityUid actor)
{
User = who;
Session = session;
Actor = actor;
}
}

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@@ -0,0 +1,13 @@
using Content.Shared.PowerCell;
using Robust.Shared.GameStates;
namespace Content.Shared.UserInterface;
/// <summary>
/// Specifies that the attached entity requires <see cref="PowerCellDrawComponent"/> power.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed partial class ActivatableUIRequiresPowerCellComponent : Component
{
}

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@@ -0,0 +1,79 @@
using Content.Shared.PowerCell;
using Robust.Shared.Containers;
namespace Content.Shared.UserInterface;
public sealed partial class ActivatableUISystem
{
[Dependency] private readonly SharedPowerCellSystem _cell = default!;
private void InitializePower()
{
SubscribeLocalEvent<ActivatableUIRequiresPowerCellComponent, ActivatableUIOpenAttemptEvent>(OnBatteryOpenAttempt);
SubscribeLocalEvent<ActivatableUIRequiresPowerCellComponent, BoundUIOpenedEvent>(OnBatteryOpened);
SubscribeLocalEvent<ActivatableUIRequiresPowerCellComponent, BoundUIClosedEvent>(OnBatteryClosed);
SubscribeLocalEvent<PowerCellDrawComponent, EntRemovedFromContainerMessage>(OnPowerCellRemoved);
}
private void OnPowerCellRemoved(EntityUid uid, PowerCellDrawComponent component, EntRemovedFromContainerMessage args)
{
_cell.SetPowerCellDrawEnabled(uid, false);
if (HasComp<ActivatableUIRequiresPowerCellComponent>(uid) &&
TryComp<ActivatableUIComponent>(uid, out var activatable))
{
_uiSystem.CloseUi(uid, activatable.Key);
}
}
private void OnBatteryOpened(EntityUid uid, ActivatableUIRequiresPowerCellComponent component, BoundUIOpenedEvent args)
{
var activatable = Comp<ActivatableUIComponent>(uid);
if (!args.UiKey.Equals(activatable.Key))
return;
_cell.SetPowerCellDrawEnabled(uid, true);
}
private void OnBatteryClosed(EntityUid uid, ActivatableUIRequiresPowerCellComponent component, BoundUIClosedEvent args)
{
var activatable = Comp<ActivatableUIComponent>(uid);
if (!args.UiKey.Equals(activatable.Key))
return;
// Stop drawing power if this was the last person with the UI open.
if (!_uiSystem.IsUiOpen(uid, activatable.Key))
_cell.SetPowerCellDrawEnabled(uid, false);
}
/// <summary>
/// Call if you want to check if the UI should close due to a recent battery usage.
/// </summary>
public void CheckUsage(EntityUid uid, ActivatableUIComponent? active = null, ActivatableUIRequiresPowerCellComponent? component = null, PowerCellDrawComponent? draw = null)
{
if (!Resolve(uid, ref component, ref draw, ref active, false))
return;
if (_cell.HasActivatableCharge(uid))
return;
_uiSystem.CloseUi(uid, active.Key);
}
private void OnBatteryOpenAttempt(EntityUid uid, ActivatableUIRequiresPowerCellComponent component, ActivatableUIOpenAttemptEvent args)
{
if (!TryComp<PowerCellDrawComponent>(uid, out var draw))
return;
// Check if we have the appropriate drawrate / userate to even open it.
if (args.Cancelled ||
!_cell.HasActivatableCharge(uid, draw, user: args.User) ||
!_cell.HasDrawCharge(uid, draw, user: args.User))
{
args.Cancel();
}
}
}

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@@ -0,0 +1,230 @@
using Content.Shared.ActionBlocker;
using Content.Shared.Administration.Managers;
using Content.Shared.Ghost;
using Content.Shared.Hands;
using Content.Shared.Hands.Components;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Events;
using Content.Shared.Popups;
using Content.Shared.Verbs;
using Robust.Shared.Player;
namespace Content.Shared.UserInterface;
public sealed partial class ActivatableUISystem : EntitySystem
{
[Dependency] private readonly ISharedAdminManager _adminManager = default!;
[Dependency] private readonly ActionBlockerSystem _blockerSystem = default!;
[Dependency] private readonly SharedUserInterfaceSystem _uiSystem = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ActivatableUIComponent, ActivateInWorldEvent>(OnActivate);
SubscribeLocalEvent<ActivatableUIComponent, UseInHandEvent>(OnUseInHand);
SubscribeLocalEvent<ActivatableUIComponent, InteractUsingEvent>(OnInteractUsing);
SubscribeLocalEvent<ActivatableUIComponent, HandDeselectedEvent>(OnHandDeselected);
SubscribeLocalEvent<ActivatableUIComponent, GotUnequippedHandEvent>((uid, aui, _) => CloseAll(uid, aui));
// *THIS IS A BLATANT WORKAROUND!* RATIONALE: Microwaves need it
SubscribeLocalEvent<ActivatableUIComponent, EntParentChangedMessage>(OnParentChanged);
SubscribeLocalEvent<ActivatableUIComponent, BoundUIClosedEvent>(OnUIClose);
SubscribeLocalEvent<BoundUserInterfaceMessageAttempt>(OnBoundInterfaceInteractAttempt);
SubscribeLocalEvent<ActivatableUIComponent, GetVerbsEvent<ActivationVerb>>(AddOpenUiVerb);
SubscribeLocalEvent<UserInterfaceComponent, OpenUiActionEvent>(OnActionPerform);
InitializePower();
}
private void OnBoundInterfaceInteractAttempt(BoundUserInterfaceMessageAttempt ev)
{
if (!TryComp(ev.Target, out ActivatableUIComponent? comp))
return;
if (!comp.RequireHands)
return;
if (!TryComp(ev.Actor, out HandsComponent? hands) || hands.Hands.Count == 0)
ev.Cancel();
}
private void OnActionPerform(EntityUid uid, UserInterfaceComponent component, OpenUiActionEvent args)
{
if (args.Handled || args.Key == null)
return;
if (!TryComp(args.Performer, out ActorComponent? actor))
return;
args.Handled = _uiSystem.TryToggleUi(uid, args.Key, actor.PlayerSession);
}
private void AddOpenUiVerb(EntityUid uid, ActivatableUIComponent component, GetVerbsEvent<ActivationVerb> args)
{
if (!args.CanAccess)
return;
if (component.RequireHands && args.Hands == null)
return;
if (component.InHandsOnly && args.Using != uid)
return;
if (!args.CanInteract && (!component.AllowSpectator || !HasComp<GhostComponent>(args.User)))
return;
ActivationVerb verb = new();
verb.Act = () => InteractUI(args.User, uid, component);
verb.Text = Loc.GetString(component.VerbText);
// TODO VERBS add "open UI" icon?
args.Verbs.Add(verb);
}
private void OnActivate(EntityUid uid, ActivatableUIComponent component, ActivateInWorldEvent args)
{
if (args.Handled)
return;
if (component.InHandsOnly)
return;
if (component.AllowedItems != null)
return;
args.Handled = InteractUI(args.User, uid, component);
}
private void OnUseInHand(EntityUid uid, ActivatableUIComponent component, UseInHandEvent args)
{
if (args.Handled)
return;
if (component.RightClickOnly)
return;
if (component.AllowedItems != null)
return;
args.Handled = InteractUI(args.User, uid, component);
}
private void OnInteractUsing(EntityUid uid, ActivatableUIComponent component, InteractUsingEvent args)
{
if (args.Handled) return;
if (component.AllowedItems == null) return;
if (!component.AllowedItems.IsValid(args.Used, EntityManager)) return;
args.Handled = InteractUI(args.User, uid, component);
}
private void OnParentChanged(EntityUid uid, ActivatableUIComponent aui, ref EntParentChangedMessage args)
{
CloseAll(uid, aui);
}
private void OnUIClose(EntityUid uid, ActivatableUIComponent component, BoundUIClosedEvent args)
{
var user = args.Actor;
if (user != component.CurrentSingleUser)
return;
if (!Equals(args.UiKey, component.Key))
return;
SetCurrentSingleUser(uid, null, component);
}
private bool InteractUI(EntityUid user, EntityUid uiEntity, ActivatableUIComponent aui)
{
if (!_uiSystem.HasUi(uiEntity, aui.Key))
return false;
if (_uiSystem.IsUiOpen(uiEntity, aui.Key, user))
{
_uiSystem.CloseUi(uiEntity, aui.Key, user);
return true;
}
if (!_blockerSystem.CanInteract(user, uiEntity) && (!aui.AllowSpectator || !HasComp<GhostComponent>(user)))
return false;
if (aui.RequireHands && !HasComp<HandsComponent>(user))
return false;
if (aui.AdminOnly && !_adminManager.IsAdmin(user))
return false;
if (aui.SingleUser && aui.CurrentSingleUser != null && user != aui.CurrentSingleUser)
{
string message = Loc.GetString("machine-already-in-use", ("machine", uiEntity));
_popupSystem.PopupEntity(message, uiEntity, user);
// If we get here, supposedly, the object is in use.
// Check with BUI that it's ACTUALLY in use just in case.
// Since this could brick the object if it goes wrong.
if (_uiSystem.IsUiOpen(uiEntity, aui.Key))
return false;
}
// If we've gotten this far, fire a cancellable event that indicates someone is about to activate this.
// This is so that stuff can require further conditions (like power).
var oae = new ActivatableUIOpenAttemptEvent(user);
var uae = new UserOpenActivatableUIAttemptEvent(user, uiEntity);
RaiseLocalEvent(user, uae);
RaiseLocalEvent(uiEntity, oae);
if (oae.Cancelled || uae.Cancelled)
return false;
// Give the UI an opportunity to prepare itself if it needs to do anything
// before opening
var bae = new BeforeActivatableUIOpenEvent(user);
RaiseLocalEvent(uiEntity, bae);
SetCurrentSingleUser(uiEntity, user, aui);
_uiSystem.OpenUi(uiEntity, aui.Key, user);
//Let the component know a user opened it so it can do whatever it needs to do
var aae = new AfterActivatableUIOpenEvent(user, user);
RaiseLocalEvent(uiEntity, aae);
return true;
}
public void SetCurrentSingleUser(EntityUid uid, EntityUid? user, ActivatableUIComponent? aui = null)
{
if (!Resolve(uid, ref aui))
return;
if (!aui.SingleUser)
return;
aui.CurrentSingleUser = user;
RaiseLocalEvent(uid, new ActivatableUIPlayerChangedEvent());
}
public void CloseAll(EntityUid uid, ActivatableUIComponent? aui = null)
{
if (!Resolve(uid, ref aui, false))
return;
if (!_uiSystem.HasUi(uid, aui.Key))
return;
_uiSystem.CloseUi(uid, aui.Key);
}
private void OnHandDeselected(EntityUid uid, ActivatableUIComponent? aui, HandDeselectedEvent args)
{
if (!Resolve(uid, ref aui, false))
return;
if (!aui.CloseOnHandDeselect)
return;
CloseAll(uid, aui);
}
}