Activatable UI component (#5184)
* Transfer most Instrument UI logic to a new component, ActivatableUIComponent * Move more ActivatableUIComponent stuff to ECS * ActivatableUI component ignore on client * ActivatableUI: Get rid of component interfaces where possible * Add in adminOnly attribute for activatable UIs This is so that porting #4926 to this will be easier * Transition Solar Control Computer to ActivatableUI * Move communications console to ActivatableUI * Move cargo console to ActivatableUI * Move ID card console to ActivatableUI * ActivatableUI: Make things more amiable to entity tests adding components weirdly * ActivatableUI: Use handling or lack thereof of events properly * ActivatableUI: component dependency issue resolution stuffs * ActivatableUISystem: Fix #5258 * More fixes because master did stuffo * Check for HandDeselectedEvent again because otherwise active-hand check doesn't work * Move just a bit more code into the system, introduce a workaround for #5258 * Purge the player status detection stuff * Oh and some obsolete stuff too
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154
Content.Server/UserInterface/ActivatableUISystem.cs
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154
Content.Server/UserInterface/ActivatableUISystem.cs
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using System.Linq;
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using Content.Shared;
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using Content.Shared.CCVar;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Hands;
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using Content.Shared.Popups;
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using Content.Shared.Standing;
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using Content.Shared.Stunnable;
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using Content.Shared.Throwing;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Helpers;
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using Content.Server.Administration.Managers;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.Configuration;
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using Robust.Shared.Localization;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Network;
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using Robust.Shared.IoC;
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namespace Content.Server.UserInterface
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{
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[UsedImplicitly]
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internal sealed class ActivatableUISystem : EntitySystem
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{
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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[Dependency] private readonly IAdminManager _adminManager = 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, HandDeselectedEvent>((uid, aui, _) => CloseAll(uid, aui));
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SubscribeLocalEvent<ActivatableUIComponent, UnequippedHandEvent>((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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}
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private void OnActivate(EntityUid uid, ActivatableUIComponent component, ActivateInWorldEvent args)
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{
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if (args.Handled) return;
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if (component.InHandsOnly) return;
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args.Handled = InteractUI(args.User, 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) return;
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args.Handled = InteractUI(args.User, 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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if (args.Session != component.CurrentSingleUser) return;
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if (args.UiKey != component.Key) return;
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SetCurrentSingleUser(uid, null, component);
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}
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private bool InteractUI(IEntity user, ActivatableUIComponent aui)
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{
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if (!user.TryGetComponent(out ActorComponent? actor)) return false;
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if (aui.AdminOnly && !_adminManager.IsAdmin(actor.PlayerSession)) return false;
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if (!_actionBlockerSystem.CanInteract(user.Uid))
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{
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user.PopupMessageCursor(Loc.GetString("base-computer-ui-component-cannot-interact"));
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return true;
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}
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var ui = aui.UserInterface;
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if (ui == null) return false;
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if (aui.SingleUser && (aui.CurrentSingleUser != null) && (actor.PlayerSession != aui.CurrentSingleUser))
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{
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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 (ui.SubscribedSessions.Count != 0) 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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RaiseLocalEvent(aui.OwnerUid, oae, false);
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if (oae.Cancelled) return false;
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SetCurrentSingleUser(aui.OwnerUid, actor.PlayerSession, aui);
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ui.Toggle(actor.PlayerSession);
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return true;
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}
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public void SetCurrentSingleUser(EntityUid uid, IPlayerSession? v, 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 = v;
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RaiseLocalEvent(uid, new ActivatableUIPlayerChangedEvent(), false);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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foreach (var component in EntityManager.EntityQuery<ActivatableUIComponent>(true))
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{
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var ui = component.UserInterface;
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if (ui == null) continue;
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// Done to skip an allocation on anything that's not in use.
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if (ui.SubscribedSessions.Count == 0) continue;
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// Must ToList in order to close things safely.
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foreach (var session in ui.SubscribedSessions.ToArray())
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{
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if (session.AttachedEntityUid == null || !_actionBlockerSystem.CanInteract(session.AttachedEntityUid.Value))
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{
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ui.Close(session);
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}
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}
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}
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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)) return;
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aui.UserInterface?.CloseAll();
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}
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}
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public class ActivatableUIOpenAttemptEvent : CancellableEntityEventArgs
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{
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public IEntity User { get; }
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public ActivatableUIOpenAttemptEvent(IEntity who)
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{
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User = who;
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}
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}
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public class ActivatableUIPlayerChangedEvent : EntityEventArgs
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{
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}
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}
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