Add global verbs (#400)

* Add support for global verbs

These are verbs that are visible for all entities, regardless of their components. This works by adding a new class `GlobalVerb` and a new attribute `GlobalVerbAttribute`. It works in the same way as current verbs, except you can put the verbs class definition anywhere instead of inside a component. Also moved VerbUtility into it's own file since it now has functions for both verbs and global verbs.

* Add view variables verb as an example of global verbs

* Implement suggested changes

Implemented some suggested changes from code review:
- Remove unneeded attribute from `GlobalVerb`
- Added some useful attributes to `GlobalVerbAttribute`
- Moved constants used by both `Verb` and `GlobalVerb` into `VerbUtility`

* Reduce duplicate code in VerbSystem (client & server)

Greatly reduced the amount of duplicate code for handling component verbs and global verbs separately.

* Update engine submodule

Need this so client side permissions checks are available.
This commit is contained in:
moneyl
2019-10-30 11:31:35 -04:00
committed by Pieter-Jan Briers
parent e4f3ea7798
commit 6497cdf8ff
6 changed files with 228 additions and 69 deletions

View File

@@ -1,4 +1,5 @@
using System.Collections.Generic;
using System.Reflection;
using Content.Shared.GameObjects;
using Content.Shared.GameObjects.EntitySystemMessages;
using Robust.Server.Interfaces.Player;
@@ -50,20 +51,12 @@ namespace Content.Server.GameObjects.EntitySystems
var userEntity = session.AttachedEntity;
var data = new List<VerbsResponseMessage.VerbData>();
//Get verbs, component dependent.
foreach (var (component, verb) in VerbUtility.GetVerbs(entity))
{
if (verb.RequireInteractionRange)
{
var distanceSquared = (userEntity.Transform.WorldPosition - entity.Transform.WorldPosition)
.LengthSquared;
if (distanceSquared > Verb.InteractionRangeSquared)
{
continue;
}
}
var vis = verb.GetVisibility(userEntity, component);
if(vis == VerbVisibility.Invisible)
if (verb.RequireInteractionRange && !VerbUtility.InVerbUseRange(userEntity, entity))
continue;
if(VerbUtility.IsVerbInvisible(verb, userEntity, component, out var vis))
continue;
// TODO: These keys being giant strings is inefficient as hell.
@@ -71,6 +64,17 @@ namespace Content.Server.GameObjects.EntitySystems
$"{component.GetType()}:{verb.GetType()}",
vis == VerbVisibility.Visible));
}
//Get global verbs. Visible for all entities regardless of their components.
foreach (var globalVerb in VerbUtility.GetGlobalVerbs(Assembly.GetExecutingAssembly()))
{
if (globalVerb.RequireInteractionRange && !VerbUtility.InVerbUseRange(userEntity, entity))
continue;
if(VerbUtility.IsVerbInvisible(globalVerb, userEntity, entity, out var vis))
continue;
data.Add(new VerbsResponseMessage.VerbData(globalVerb.GetText(userEntity, entity),
globalVerb.GetType().ToString(), vis == VerbVisibility.Visible));
}
var response = new VerbsResponseMessage(data, req.EntityUid);
RaiseNetworkEvent(response, channel);
@@ -99,7 +103,7 @@ namespace Content.Server.GameObjects.EntitySystems
{
var distanceSquared = (userEntity.Transform.WorldPosition - entity.Transform.WorldPosition)
.LengthSquared;
if (distanceSquared > Verb.InteractionRangeSquared)
if (distanceSquared > VerbUtility.InteractionRangeSquared)
{
break;
}