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:
73
Content.Shared/UserInterface/ActivatableUIComponent.cs
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73
Content.Shared/UserInterface/ActivatableUIComponent.cs
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@@ -0,0 +1,73 @@
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using Content.Shared.Whitelist;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization.TypeSerializers.Implementations;
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namespace Content.Shared.UserInterface
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{
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[RegisterComponent, NetworkedComponent]
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public sealed partial class ActivatableUIComponent : Component
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{
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[DataField(required: true, customTypeSerializer: typeof(EnumSerializer))]
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public Enum Key { get; set; } = default!;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public bool InHandsOnly { get; set; } = false;
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[DataField]
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public bool SingleUser { get; set; } = false;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public bool AdminOnly { get; set; } = false;
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[DataField]
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public LocId VerbText = "ui-verb-toggle-open";
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/// <summary>
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/// Whether you need a hand to operate this UI. The hand does not need to be free, you just need to have one.
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/// </summary>
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/// <remarks>
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/// This should probably be true for most machines & computers, but there will still be UIs that represent a
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/// more generic interaction / configuration that might not require hands.
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/// </remarks>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public bool RequireHands = true;
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/// <summary>
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/// Entities that are required to open this UI.
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/// </summary>
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[DataField("allowedItems")]
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[ViewVariables(VVAccess.ReadWrite)]
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public EntityWhitelist? AllowedItems = null;
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/// <summary>
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/// Whether you can activate this ui with activateinhand or not
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public bool RightClickOnly;
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/// <summary>
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/// Whether spectators (non-admin ghosts) should be allowed to view this UI.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public bool AllowSpectator = true;
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/// <summary>
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/// Whether the UI should close when the item is deselected due to a hand swap or drop
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public bool CloseOnHandDeselect = true;
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/// <summary>
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/// The client channel currently using the object, or null if there's none/not single user.
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/// NOTE: DO NOT DIRECTLY SET, USE ActivatableUISystem.SetCurrentSingleUser
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/// </summary>
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[ViewVariables]
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public EntityUid? CurrentSingleUser;
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}
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}
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@@ -24,12 +24,12 @@ public sealed class UserOpenActivatableUIAttemptEvent : CancellableEntityEventAr
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public sealed class AfterActivatableUIOpenEvent : EntityEventArgs
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{
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public EntityUid User { get; }
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public readonly ICommonSession Session;
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public readonly EntityUid Actor;
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public AfterActivatableUIOpenEvent(EntityUid who, ICommonSession session)
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public AfterActivatableUIOpenEvent(EntityUid who, EntityUid actor)
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{
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User = who;
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Session = session;
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Actor = actor;
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}
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}
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@@ -0,0 +1,13 @@
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using Content.Shared.PowerCell;
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using Robust.Shared.GameStates;
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namespace Content.Shared.UserInterface;
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/// <summary>
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/// Specifies that the attached entity requires <see cref="PowerCellDrawComponent"/> power.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class ActivatableUIRequiresPowerCellComponent : Component
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{
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}
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79
Content.Shared/UserInterface/ActivatableUISystem.Power.cs
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79
Content.Shared/UserInterface/ActivatableUISystem.Power.cs
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using Content.Shared.PowerCell;
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using Robust.Shared.Containers;
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namespace Content.Shared.UserInterface;
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public sealed partial class ActivatableUISystem
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{
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[Dependency] private readonly SharedPowerCellSystem _cell = default!;
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private void InitializePower()
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{
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SubscribeLocalEvent<ActivatableUIRequiresPowerCellComponent, ActivatableUIOpenAttemptEvent>(OnBatteryOpenAttempt);
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SubscribeLocalEvent<ActivatableUIRequiresPowerCellComponent, BoundUIOpenedEvent>(OnBatteryOpened);
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SubscribeLocalEvent<ActivatableUIRequiresPowerCellComponent, BoundUIClosedEvent>(OnBatteryClosed);
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SubscribeLocalEvent<PowerCellDrawComponent, EntRemovedFromContainerMessage>(OnPowerCellRemoved);
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}
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private void OnPowerCellRemoved(EntityUid uid, PowerCellDrawComponent component, EntRemovedFromContainerMessage args)
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{
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_cell.SetPowerCellDrawEnabled(uid, false);
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if (HasComp<ActivatableUIRequiresPowerCellComponent>(uid) &&
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TryComp<ActivatableUIComponent>(uid, out var activatable))
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{
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_uiSystem.CloseUi(uid, activatable.Key);
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}
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}
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private void OnBatteryOpened(EntityUid uid, ActivatableUIRequiresPowerCellComponent component, BoundUIOpenedEvent args)
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{
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var activatable = Comp<ActivatableUIComponent>(uid);
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if (!args.UiKey.Equals(activatable.Key))
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return;
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_cell.SetPowerCellDrawEnabled(uid, true);
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}
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private void OnBatteryClosed(EntityUid uid, ActivatableUIRequiresPowerCellComponent component, BoundUIClosedEvent args)
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{
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var activatable = Comp<ActivatableUIComponent>(uid);
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if (!args.UiKey.Equals(activatable.Key))
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return;
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// Stop drawing power if this was the last person with the UI open.
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if (!_uiSystem.IsUiOpen(uid, activatable.Key))
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_cell.SetPowerCellDrawEnabled(uid, false);
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}
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/// <summary>
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/// Call if you want to check if the UI should close due to a recent battery usage.
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/// </summary>
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public void CheckUsage(EntityUid uid, ActivatableUIComponent? active = null, ActivatableUIRequiresPowerCellComponent? component = null, PowerCellDrawComponent? draw = null)
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{
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if (!Resolve(uid, ref component, ref draw, ref active, false))
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return;
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if (_cell.HasActivatableCharge(uid))
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return;
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_uiSystem.CloseUi(uid, active.Key);
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}
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private void OnBatteryOpenAttempt(EntityUid uid, ActivatableUIRequiresPowerCellComponent component, ActivatableUIOpenAttemptEvent args)
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{
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if (!TryComp<PowerCellDrawComponent>(uid, out var draw))
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return;
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// Check if we have the appropriate drawrate / userate to even open it.
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if (args.Cancelled ||
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!_cell.HasActivatableCharge(uid, draw, user: args.User) ||
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!_cell.HasDrawCharge(uid, draw, user: args.User))
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{
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args.Cancel();
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}
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}
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}
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230
Content.Shared/UserInterface/ActivatableUISystem.cs
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230
Content.Shared/UserInterface/ActivatableUISystem.cs
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@@ -0,0 +1,230 @@
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using Content.Shared.ActionBlocker;
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using Content.Shared.Administration.Managers;
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using Content.Shared.Ghost;
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using Content.Shared.Hands;
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using Content.Shared.Hands.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Popups;
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using Content.Shared.Verbs;
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using Robust.Shared.Player;
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namespace Content.Shared.UserInterface;
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public sealed partial class ActivatableUISystem : EntitySystem
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{
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[Dependency] private readonly ISharedAdminManager _adminManager = default!;
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[Dependency] private readonly ActionBlockerSystem _blockerSystem = default!;
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[Dependency] private readonly SharedUserInterfaceSystem _uiSystem = default!;
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ActivatableUIComponent, ActivateInWorldEvent>(OnActivate);
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SubscribeLocalEvent<ActivatableUIComponent, UseInHandEvent>(OnUseInHand);
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SubscribeLocalEvent<ActivatableUIComponent, InteractUsingEvent>(OnInteractUsing);
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SubscribeLocalEvent<ActivatableUIComponent, HandDeselectedEvent>(OnHandDeselected);
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SubscribeLocalEvent<ActivatableUIComponent, GotUnequippedHandEvent>((uid, aui, _) => CloseAll(uid, aui));
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// *THIS IS A BLATANT WORKAROUND!* RATIONALE: Microwaves need it
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SubscribeLocalEvent<ActivatableUIComponent, EntParentChangedMessage>(OnParentChanged);
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SubscribeLocalEvent<ActivatableUIComponent, BoundUIClosedEvent>(OnUIClose);
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SubscribeLocalEvent<BoundUserInterfaceMessageAttempt>(OnBoundInterfaceInteractAttempt);
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SubscribeLocalEvent<ActivatableUIComponent, GetVerbsEvent<ActivationVerb>>(AddOpenUiVerb);
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SubscribeLocalEvent<UserInterfaceComponent, OpenUiActionEvent>(OnActionPerform);
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InitializePower();
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}
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private void OnBoundInterfaceInteractAttempt(BoundUserInterfaceMessageAttempt ev)
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{
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if (!TryComp(ev.Target, out ActivatableUIComponent? comp))
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return;
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if (!comp.RequireHands)
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return;
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if (!TryComp(ev.Actor, out HandsComponent? hands) || hands.Hands.Count == 0)
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ev.Cancel();
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}
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private void OnActionPerform(EntityUid uid, UserInterfaceComponent component, OpenUiActionEvent args)
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{
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if (args.Handled || args.Key == null)
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return;
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if (!TryComp(args.Performer, out ActorComponent? actor))
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return;
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args.Handled = _uiSystem.TryToggleUi(uid, args.Key, actor.PlayerSession);
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}
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private void AddOpenUiVerb(EntityUid uid, ActivatableUIComponent component, GetVerbsEvent<ActivationVerb> args)
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{
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if (!args.CanAccess)
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return;
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if (component.RequireHands && args.Hands == null)
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return;
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if (component.InHandsOnly && args.Using != uid)
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return;
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if (!args.CanInteract && (!component.AllowSpectator || !HasComp<GhostComponent>(args.User)))
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return;
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ActivationVerb verb = new();
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verb.Act = () => InteractUI(args.User, uid, component);
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verb.Text = Loc.GetString(component.VerbText);
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// TODO VERBS add "open UI" icon?
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args.Verbs.Add(verb);
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}
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private void OnActivate(EntityUid uid, ActivatableUIComponent component, ActivateInWorldEvent args)
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{
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if (args.Handled)
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return;
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if (component.InHandsOnly)
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return;
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if (component.AllowedItems != null)
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return;
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args.Handled = InteractUI(args.User, uid, component);
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}
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private void OnUseInHand(EntityUid uid, ActivatableUIComponent component, UseInHandEvent args)
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{
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if (args.Handled)
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return;
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if (component.RightClickOnly)
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return;
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if (component.AllowedItems != null)
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return;
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args.Handled = InteractUI(args.User, uid, component);
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}
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private void OnInteractUsing(EntityUid uid, ActivatableUIComponent component, InteractUsingEvent args)
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{
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if (args.Handled) return;
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if (component.AllowedItems == null) return;
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if (!component.AllowedItems.IsValid(args.Used, EntityManager)) return;
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args.Handled = InteractUI(args.User, uid, component);
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}
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private void OnParentChanged(EntityUid uid, ActivatableUIComponent aui, ref EntParentChangedMessage args)
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{
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CloseAll(uid, aui);
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}
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private void OnUIClose(EntityUid uid, ActivatableUIComponent component, BoundUIClosedEvent args)
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{
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var user = args.Actor;
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if (user != component.CurrentSingleUser)
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return;
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if (!Equals(args.UiKey, component.Key))
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return;
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SetCurrentSingleUser(uid, null, component);
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}
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private bool InteractUI(EntityUid user, EntityUid uiEntity, ActivatableUIComponent aui)
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{
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if (!_uiSystem.HasUi(uiEntity, aui.Key))
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return false;
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if (_uiSystem.IsUiOpen(uiEntity, aui.Key, user))
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{
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_uiSystem.CloseUi(uiEntity, aui.Key, user);
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return true;
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}
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if (!_blockerSystem.CanInteract(user, uiEntity) && (!aui.AllowSpectator || !HasComp<GhostComponent>(user)))
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return false;
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if (aui.RequireHands && !HasComp<HandsComponent>(user))
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return false;
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if (aui.AdminOnly && !_adminManager.IsAdmin(user))
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return false;
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if (aui.SingleUser && aui.CurrentSingleUser != null && user != aui.CurrentSingleUser)
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{
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string message = Loc.GetString("machine-already-in-use", ("machine", uiEntity));
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_popupSystem.PopupEntity(message, uiEntity, user);
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// If we get here, supposedly, the object is in use.
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// Check with BUI that it's ACTUALLY in use just in case.
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// Since this could brick the object if it goes wrong.
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if (_uiSystem.IsUiOpen(uiEntity, aui.Key))
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return false;
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}
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// If we've gotten this far, fire a cancellable event that indicates someone is about to activate this.
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// This is so that stuff can require further conditions (like power).
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var oae = new ActivatableUIOpenAttemptEvent(user);
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var uae = new UserOpenActivatableUIAttemptEvent(user, uiEntity);
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RaiseLocalEvent(user, uae);
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RaiseLocalEvent(uiEntity, oae);
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if (oae.Cancelled || uae.Cancelled)
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return false;
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// Give the UI an opportunity to prepare itself if it needs to do anything
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// before opening
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var bae = new BeforeActivatableUIOpenEvent(user);
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RaiseLocalEvent(uiEntity, bae);
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SetCurrentSingleUser(uiEntity, user, aui);
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_uiSystem.OpenUi(uiEntity, aui.Key, user);
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//Let the component know a user opened it so it can do whatever it needs to do
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var aae = new AfterActivatableUIOpenEvent(user, user);
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RaiseLocalEvent(uiEntity, aae);
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return true;
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}
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public void SetCurrentSingleUser(EntityUid uid, EntityUid? user, ActivatableUIComponent? aui = null)
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{
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if (!Resolve(uid, ref aui))
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return;
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if (!aui.SingleUser)
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return;
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aui.CurrentSingleUser = user;
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RaiseLocalEvent(uid, new ActivatableUIPlayerChangedEvent());
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}
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public void CloseAll(EntityUid uid, ActivatableUIComponent? aui = null)
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{
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if (!Resolve(uid, ref aui, false))
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return;
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if (!_uiSystem.HasUi(uid, aui.Key))
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return;
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_uiSystem.CloseUi(uid, aui.Key);
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}
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private void OnHandDeselected(EntityUid uid, ActivatableUIComponent? aui, HandDeselectedEvent args)
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{
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if (!Resolve(uid, ref aui, false))
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return;
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if (!aui.CloseOnHandDeselect)
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return;
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CloseAll(uid, aui);
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}
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}
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Reference in New Issue
Block a user