using System.Collections.Generic;
using Content.Shared.GameTicking;
using Content.Shared.Verbs;
using Robust.Server.Player;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
namespace Content.Server.Verbs
{
public sealed class VerbSystem : SharedVerbSystem
{
[Dependency] private readonly IPlayerManager _playerManager = default!;
///
/// List of players that can see all entities on the context menu, ignoring normal visibility rules.
///
public readonly HashSet SeeAllContextPlayers = new();
public override void Initialize()
{
base.Initialize();
IoCManager.InjectDependencies(this);
SubscribeLocalEvent(Reset);
SubscribeNetworkEvent(HandleVerbRequest);
SubscribeNetworkEvent(HandleTryExecuteVerb);
_playerManager.PlayerStatusChanged += PlayerStatusChanged;
}
public override void Shutdown()
{
base.Shutdown();
_playerManager.PlayerStatusChanged -= PlayerStatusChanged;
}
private void PlayerStatusChanged(object? sender, SessionStatusEventArgs args)
{
if (args.NewStatus == SessionStatus.Disconnected)
{
SeeAllContextPlayers.Remove(args.Session);
}
}
public void Reset(RoundRestartCleanupEvent ev)
{
SeeAllContextPlayers.Clear();
}
public void ToggleSeeAllContext(IPlayerSession player)
{
if (!SeeAllContextPlayers.Add(player))
{
SeeAllContextPlayers.Remove(player);
}
SetSeeAllContextEvent args = new() { CanSeeAllContext = SeeAllContextPlayers.Contains(player) };
RaiseNetworkEvent(args, player.ConnectedClient);
}
///
/// Called when asked over the network to run a given verb.
///
public void HandleTryExecuteVerb(TryExecuteVerbEvent args, EntitySessionEventArgs eventArgs)
{
var session = eventArgs.SenderSession;
var userEntity = session.AttachedEntity;
if (userEntity == null)
{
Logger.Warning($"{nameof(HandleTryExecuteVerb)} called by player {session} with no attached entity.");
return;
}
if (!EntityManager.TryGetEntity(args.Target, out var targetEntity))
{
return;
}
// Get the list of verbs. This effectively also checks that the requested verb is in fact a valid verb that
// the user can perform. In principle, this might waste time checking & preparing unrelated verbs even
// though we know precisely which one we want. However, MOST entities will only have 1 or 2 verbs of a given
// type. The one exception here is the "other" verb type, which has 3-4 verbs + all the debug verbs. So maybe
// the debug verbs should be made a separate type?
var verbs = GetVerbs(targetEntity, userEntity, args.Type)[args.Type];
// Find the requested verb.
if (verbs.TryGetValue(args.RequestedVerb, out var verb))
TryExecuteVerb(verb);
else
// 404 Verb not found
Logger.Warning($"{nameof(HandleTryExecuteVerb)} called by player {session} with an invalid verb: {args.RequestedVerb.Category?.Text} {args.RequestedVerb.Text}");
}
private void HandleVerbRequest(RequestServerVerbsEvent args, EntitySessionEventArgs eventArgs)
{
var player = (IPlayerSession) eventArgs.SenderSession;
if (!EntityManager.TryGetEntity(args.EntityUid, out var target))
{
Logger.Warning($"{nameof(HandleVerbRequest)} called on a non-existent entity with id {args.EntityUid} by player {player}.");
return;
}
var user = player.AttachedEntity;
if (user == null)
{
Logger.Warning($"{nameof(HandleVerbRequest)} called by player {player} with no attached entity.");
return;
}
// Validate input (check that the user can see the entity)
TryGetContextEntities(user,
target.Transform.MapPosition,
out var entities,
buffer: true,
ignoreVisibility: SeeAllContextPlayers.Contains(player));
VerbsResponseEvent response;
if (entities != null && entities.Contains(target))
{
response = new(args.EntityUid, GetVerbs(target, user, args.Type));
}
else
{
// Don't leave the client hanging on "Waiting for server....", send empty response.
response = new(args.EntityUid, null);
}
RaiseNetworkEvent(response, player.ConnectedClient);
}
}
}