ECS verbs and update context menu (#4594)
* 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
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@@ -1,8 +1,9 @@
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Shared.Interaction;
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using Content.Shared.Physics;
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using Content.Shared.Examine;
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using Content.Shared.Interaction.Helpers;
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using Content.Shared.Tag;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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@@ -15,18 +16,20 @@ namespace Content.Shared.Verbs
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[Dependency] private readonly IEntityLookup _lookup = default!;
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/// <summary>
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/// Get all of the entities relevant for the contextmenu
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/// Get all of the entities in an area for displaying on the context menu.
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/// </summary>
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/// <param name="player"></param>
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/// <param name="targetPos"></param>
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/// <param name="contextEntities"></param>
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/// <param name="buffer">Whether we should slightly extend out the ignored range for the ray predicated</param>
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/// <returns></returns>
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public bool TryGetContextEntities(IEntity player, MapCoordinates targetPos, [NotNullWhen(true)] out List<IEntity>? contextEntities, bool buffer = false)
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/// <param name="buffer">Whether we should slightly extend the entity search area.</param>
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public bool TryGetContextEntities(IEntity player, MapCoordinates targetPos,
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[NotNullWhen(true)] out List<IEntity>? contextEntities, bool buffer = false, bool ignoreVisibility = false)
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{
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contextEntities = null;
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var length = buffer ? 1.0f: 0.5f;
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// Check if we have LOS to the clicked-location.
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if (!ignoreVisibility && !player.InRangeUnOccluded(targetPos, range: ExamineSystemShared.ExamineRange))
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return false;
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// Get entities
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var length = buffer ? 1.0f : 0.5f;
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var entities = _lookup.GetEntitiesIntersecting(
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targetPos.MapId,
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Box2.CenteredAround(targetPos.Position, (length, length)))
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@@ -34,34 +37,113 @@ namespace Content.Shared.Verbs
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if (entities.Count == 0) return false;
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// TODO: Can probably do a faster distance check with EntityCoordinates given we don't need to get map stuff.
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if (ignoreVisibility)
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{
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contextEntities = entities;
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return true;
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}
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// Check if we have LOS to the clicked-location, otherwise no popup.
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// perform visibility checks
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var playerPos = player.Transform.MapPosition;
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var vectorDiff = playerPos.Position - targetPos.Position;
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var distance = vectorDiff.Length + 0.01f;
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bool Ignored(IEntity entity)
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foreach (var entity in entities.ToList())
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{
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return entities.Contains(entity) ||
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entity == player ||
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!entity.TryGetComponent(out OccluderComponent? occluder) ||
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!occluder.Enabled;
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if (entity.HasTag("HideContextMenu"))
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{
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entities.Remove(entity);
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continue;
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}
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if (!ExamineSystemShared.InRangeUnOccluded(
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playerPos,
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entity.Transform.MapPosition,
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ExamineSystemShared.ExamineRange,
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null) )
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{
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entities.Remove(entity);
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}
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}
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var mask = player.TryGetComponent(out SharedEyeComponent? eye) && eye.DrawFov
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? CollisionGroup.Opaque
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: CollisionGroup.None;
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var result = Get<SharedInteractionSystem>().InRangeUnobstructed(playerPos, targetPos, distance, mask, Ignored);
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if (!result)
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{
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if (entities.Count == 0)
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return false;
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}
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contextEntities = entities;
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return true;
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}
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/// <summary>
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/// Raises a number of events in order to get all verbs of the given type(s)
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/// </summary>
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public Dictionary<VerbType, SortedSet<Verb>> GetVerbs(IEntity target, IEntity user, VerbType verbTypes)
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{
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Dictionary<VerbType, SortedSet<Verb>> verbs = new();
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if ((verbTypes & VerbType.Interaction) == VerbType.Interaction)
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{
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GetInteractionVerbsEvent getVerbEvent = new(user, target);
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RaiseLocalEvent(target.Uid, getVerbEvent);
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verbs.Add(VerbType.Interaction, getVerbEvent.Verbs);
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}
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if ((verbTypes & VerbType.Activation) == VerbType.Activation)
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{
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GetActivationVerbsEvent getVerbEvent = new(user, target);
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RaiseLocalEvent(target.Uid, getVerbEvent);
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verbs.Add(VerbType.Activation, getVerbEvent.Verbs);
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}
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if ((verbTypes & VerbType.Alternative) == VerbType.Alternative)
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{
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GetAlternativeVerbsEvent getVerbEvent = new(user, target);
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RaiseLocalEvent(target.Uid, getVerbEvent);
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verbs.Add(VerbType.Alternative, getVerbEvent.Verbs);
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}
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if ((verbTypes & VerbType.Other) == VerbType.Other)
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{
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GetOtherVerbsEvent getVerbEvent = new(user, target);
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RaiseLocalEvent(target.Uid, getVerbEvent);
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verbs.Add(VerbType.Other, getVerbEvent.Verbs);
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}
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return verbs;
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}
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/// <summary>
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/// Execute actions associated with the given verb.
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/// </summary>
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/// <remarks>
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/// This will try to call delegates and raise any events for the given verb.
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/// </remarks>
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public bool TryExecuteVerb(Verb verb)
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{
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var executed = false;
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// Maybe run a delegate
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if (verb.Act != null)
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{
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executed = true;
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verb.Act.Invoke();
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}
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// Maybe raise a local event
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if (verb.LocalVerbEventArgs != null)
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{
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executed = true;
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if (verb.LocalEventTarget.IsValid())
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RaiseLocalEvent(verb.LocalEventTarget, verb.LocalVerbEventArgs);
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else
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RaiseLocalEvent(verb.LocalVerbEventArgs);
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}
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// maybe raise a network event
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if (verb.NetworkVerbEventArgs != null)
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{
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executed = true;
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RaiseNetworkEvent(verb.NetworkVerbEventArgs);
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}
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// return false if all of these were null
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return executed;
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}
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}
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}
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