using System; using System.Collections.Generic; using Content.Shared.ActionBlocker; using Content.Shared.Examine; using Content.Shared.Hands.Components; using Content.Shared.Interaction; using Robust.Shared.Containers; using Robust.Shared.GameObjects; using Robust.Shared.IoC; using Robust.Shared.Utility; namespace Content.Shared.Verbs { public abstract class SharedVerbSystem : EntitySystem { [Dependency] private readonly SharedInteractionSystem _interactionSystem = default!; [Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!; [Dependency] protected readonly SharedContainerSystem ContainerSystem = default!; public override void Initialize() { base.Initialize(); SubscribeAllEvent(HandleExecuteVerb); } private void HandleExecuteVerb(ExecuteVerbEvent args, EntitySessionEventArgs eventArgs) { var user = eventArgs.SenderSession.AttachedEntity; if (user == null) return; // Get the list of verbs. This effectively also checks that the requested verb is in fact a valid verb that // the user can perform. var verbs = GetLocalVerbs(args.Target, user.Value, args.RequestedVerb.GetType()); // Note that GetLocalVerbs might waste time checking & preparing unrelated verbs even though we know // precisely which one we want to run. However, MOST entities will only have 1 or 2 verbs of a given type. // The one exception here is the "other" verb type, which has 3-4 verbs + all the debug verbs. // Find the requested verb. if (verbs.TryGetValue(args.RequestedVerb, out var verb)) ExecuteVerb(verb, user.Value, args.Target); } /// /// Raises a number of events in order to get all verbs of the given type(s) defined in local systems. This /// does not request verbs from the server. /// public SortedSet GetLocalVerbs(EntityUid target, EntityUid user, Type type, bool force = false) { return GetLocalVerbs(target, user, new List() { type }, force); } /// /// Raises a number of events in order to get all verbs of the given type(s) defined in local systems. This /// does not request verbs from the server. /// public SortedSet GetLocalVerbs(EntityUid target, EntityUid user, List types, bool force = false) { SortedSet verbs = new(); // accessibility checks bool canAccess = false; if (force || target == user) canAccess = true; else if (EntityManager.EntityExists(target) && _interactionSystem.InRangeUnobstructed(user, target)) { if (ContainerSystem.IsInSameOrParentContainer(user, target)) canAccess = true; else // the item might be in a backpack that the user has open canAccess = _interactionSystem.CanAccessViaStorage(user, target); } // A large number of verbs need to check action blockers. Instead of repeatedly having each system individually // call ActionBlocker checks, just cache it for the verb request. var canInteract = force || _actionBlockerSystem.CanInteract(user, target); EntityUid? @using = null; if (TryComp(user, out SharedHandsComponent? hands) && (force || _actionBlockerSystem.CanUseHeldEntity(user))) { @using = hands.ActiveHandEntity; // Check whether the "Held" entity is a virtual pull entity. If yes, set that as the entity being "Used". // This allows you to do things like buckle a dragged person onto a surgery table, without click-dragging // their sprite. if (TryComp(@using, out HandVirtualItemComponent? pull)) { @using = pull.BlockingEntity; } } if (types.Contains(typeof(InteractionVerb))) { var verbEvent = new GetVerbsEvent(user, target, @using, hands, canInteract, canAccess); RaiseLocalEvent(target, verbEvent); verbs.UnionWith(verbEvent.Verbs); } if (types.Contains(typeof(UtilityVerb)) && @using != null && @using != target) { var verbEvent = new GetVerbsEvent(user, target, @using, hands, canInteract, canAccess); RaiseLocalEvent(@using.Value, verbEvent); // directed at used, not at target verbs.UnionWith(verbEvent.Verbs); } if (types.Contains(typeof(AlternativeVerb))) { var verbEvent = new GetVerbsEvent(user, target, @using, hands, canInteract, canAccess); RaiseLocalEvent(target, verbEvent); verbs.UnionWith(verbEvent.Verbs); } if (types.Contains(typeof(ActivationVerb))) { var verbEvent = new GetVerbsEvent(user, target, @using, hands, canInteract, canAccess); RaiseLocalEvent(target, verbEvent); verbs.UnionWith(verbEvent.Verbs); } if (types.Contains(typeof(ExamineVerb))) { var verbEvent = new GetVerbsEvent(user, target, @using, hands, canInteract, canAccess); RaiseLocalEvent(target, verbEvent); verbs.UnionWith(verbEvent.Verbs); } // generic verbs if (types.Contains(typeof(Verb))) { var verbEvent = new GetVerbsEvent(user, target, @using, hands, canInteract, canAccess); RaiseLocalEvent(target, verbEvent); verbs.UnionWith(verbEvent.Verbs); } return verbs; } /// /// Execute the provided verb. /// /// /// This will try to call the action delegates and raise the local events for the given verb. /// public abstract void ExecuteVerb(Verb verb, EntityUid user, EntityUid target, bool forced = false); } }