Files
tbd-station-14/Content.Server/UserInterface/ActivatableUISystem.cs
Pieter-Jan Briers 123a4147de BUI bugfixes / improvements (#23881)
* Fix ActivatableUIRequiresPowerCellComponent stopping power draw when one of two people closes the UI.

Also fixes it to check UiKey properly.

* Remove unnecessary CrewManifestViewer on PDAs

This is for a pop-up crew manifest UI, which the PDA doesn't use.

* Fix BoundUIClosedEvents that didn't check UI key/not correctly at least.

Uses the new helper method in engine.

* Fix drone (cargo shuttle) pilot console UI breaking if two people open it and one person closes it.

* Fixes for disposal router/tagger UI.

Code was badly copy pasted without changing identifiers, never worked.

Also cleaned up some of the logic (text trimming, sounds).

Also removed the "refuse to work if you have something in your active hand" check like why.

* Avoid running most ActivatableUIComponent logic when closing a UI via toggle

Activating the UI while it's already open closes it via toggle. Except it still ran 99% of the "attempting to open" logic which makes no sense.

This probably fixes a bug or some other dumb behavior somewhere.

* Bitch
2024-01-14 18:18:39 +11:00

271 lines
8.7 KiB
C#

using Content.Server.Administration.Managers;
using Content.Shared.ActionBlocker;
using Content.Shared.Ghost;
using Content.Shared.Hands;
using Content.Shared.Hands.Components;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Events;
using Content.Shared.Popups;
using Content.Shared.UserInterface;
using Content.Shared.Verbs;
using Robust.Server.GameObjects;
using Robust.Shared.Player;
namespace Content.Server.UserInterface;
public sealed partial class ActivatableUISystem : EntitySystem
{
[Dependency] private readonly IAdminManager _adminManager = default!;
[Dependency] private readonly ActionBlockerSystem _blockerSystem = default!;
[Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ActivatableUIComponent, ActivateInWorldEvent>(OnActivate);
SubscribeLocalEvent<ActivatableUIComponent, UseInHandEvent>(OnUseInHand);
SubscribeLocalEvent<ActivatableUIComponent, HandDeselectedEvent>(OnHandDeselected);
SubscribeLocalEvent<ActivatableUIComponent, GotUnequippedHandEvent>((uid, aui, _) => CloseAll(uid, aui));
// *THIS IS A BLATANT WORKAROUND!* RATIONALE: Microwaves need it
SubscribeLocalEvent<ActivatableUIComponent, EntParentChangedMessage>(OnParentChanged);
SubscribeLocalEvent<ActivatableUIComponent, BoundUIClosedEvent>(OnUIClose);
SubscribeLocalEvent<BoundUserInterfaceMessageAttempt>(OnBoundInterfaceInteractAttempt);
SubscribeLocalEvent<ActivatableUIComponent, GetVerbsEvent<ActivationVerb>>(AddOpenUiVerb);
SubscribeLocalEvent<UserInterfaceComponent, OpenUiActionEvent>(OnActionPerform);
InitializePower();
}
private void OnBoundInterfaceInteractAttempt(BoundUserInterfaceMessageAttempt ev)
{
if (!TryComp(ev.Target, out ActivatableUIComponent? comp))
return;
if (!comp.RequireHands)
return;
if (!TryComp(ev.Sender.AttachedEntity, out HandsComponent? hands) || hands.Hands.Count == 0)
ev.Cancel();
}
private void OnActionPerform(EntityUid uid, UserInterfaceComponent component, OpenUiActionEvent args)
{
if (args.Handled || args.Key == null)
return;
if (!TryComp(args.Performer, out ActorComponent? actor))
return;
args.Handled = _uiSystem.TryToggleUi(uid, args.Key, actor.PlayerSession);
}
private void AddOpenUiVerb(EntityUid uid, ActivatableUIComponent component, GetVerbsEvent<ActivationVerb> args)
{
if (!args.CanAccess)
return;
if (component.RequireHands && args.Hands == null)
return;
if (component.InHandsOnly && args.Using != uid)
return;
if (!args.CanInteract && (!component.AllowSpectator || !HasComp<GhostComponent>(args.User)))
return;
ActivationVerb verb = new();
verb.Act = () => InteractUI(args.User, uid, component);
verb.Text = Loc.GetString(component.VerbText);
// TODO VERBS add "open UI" icon?
args.Verbs.Add(verb);
}
private void OnActivate(EntityUid uid, ActivatableUIComponent component, ActivateInWorldEvent args)
{
if (args.Handled)
return;
if (component.InHandsOnly)
return;
args.Handled = InteractUI(args.User, uid, component);
}
private void OnUseInHand(EntityUid uid, ActivatableUIComponent component, UseInHandEvent args)
{
if (args.Handled)
return;
if (component.rightClickOnly)
return;
args.Handled = InteractUI(args.User, uid, component);
}
private void OnParentChanged(EntityUid uid, ActivatableUIComponent aui, ref EntParentChangedMessage args)
{
CloseAll(uid, aui);
}
private void OnUIClose(EntityUid uid, ActivatableUIComponent component, BoundUIClosedEvent args)
{
if (args.Session != component.CurrentSingleUser)
return;
if (!Equals(args.UiKey, component.Key))
return;
SetCurrentSingleUser(uid, null, component);
}
private bool InteractUI(EntityUid user, EntityUid uiEntity, ActivatableUIComponent aui)
{
if (!TryComp(user, out ActorComponent? actor))
return false;
if (aui.Key == null)
return false;
if (!_uiSystem.TryGetUi(uiEntity, aui.Key, out var ui))
return false;
if (ui.SubscribedSessions.Contains(actor.PlayerSession))
{
_uiSystem.CloseUi(ui, actor.PlayerSession);
return true;
}
if (!_blockerSystem.CanInteract(user, uiEntity) && (!aui.AllowSpectator || !HasComp<GhostComponent>(user)))
return false;
if (aui.RequireHands && !HasComp<HandsComponent>(user))
return false;
if (aui.AdminOnly && !_adminManager.IsAdmin(actor.PlayerSession))
return false;
if (aui.SingleUser && (aui.CurrentSingleUser != null) && (actor.PlayerSession != aui.CurrentSingleUser))
{
string message = Loc.GetString("machine-already-in-use", ("machine", uiEntity));
_popupSystem.PopupEntity(message, uiEntity, user);
// If we get here, supposedly, the object is in use.
// Check with BUI that it's ACTUALLY in use just in case.
// Since this could brick the object if it goes wrong.
if (ui.SubscribedSessions.Count != 0)
return false;
}
// If we've gotten this far, fire a cancellable event that indicates someone is about to activate this.
// This is so that stuff can require further conditions (like power).
var oae = new ActivatableUIOpenAttemptEvent(user);
var uae = new UserOpenActivatableUIAttemptEvent(user, uiEntity);
RaiseLocalEvent(user, uae);
RaiseLocalEvent(uiEntity, oae);
if (oae.Cancelled || uae.Cancelled)
return false;
// Give the UI an opportunity to prepare itself if it needs to do anything
// before opening
var bae = new BeforeActivatableUIOpenEvent(user);
RaiseLocalEvent(uiEntity, bae);
SetCurrentSingleUser(uiEntity, actor.PlayerSession, aui);
_uiSystem.OpenUi(ui, actor.PlayerSession);
//Let the component know a user opened it so it can do whatever it needs to do
var aae = new AfterActivatableUIOpenEvent(user, actor.PlayerSession);
RaiseLocalEvent(uiEntity, aae);
return true;
}
public void SetCurrentSingleUser(EntityUid uid, ICommonSession? v, ActivatableUIComponent? aui = null)
{
if (!Resolve(uid, ref aui))
return;
if (!aui.SingleUser)
return;
aui.CurrentSingleUser = v;
RaiseLocalEvent(uid, new ActivatableUIPlayerChangedEvent());
}
public void CloseAll(EntityUid uid, ActivatableUIComponent? aui = null)
{
if (!Resolve(uid, ref aui, false))
return;
if (aui.Key == null || !_uiSystem.TryGetUi(uid, aui.Key, out var ui))
return;
_uiSystem.CloseAll(ui);
}
private void OnHandDeselected(EntityUid uid, ActivatableUIComponent? aui, HandDeselectedEvent args)
{
if (!Resolve(uid, ref aui, false))
return;
if (!aui.CloseOnHandDeselect)
return;
CloseAll(uid, aui);
}
}
public sealed class ActivatableUIOpenAttemptEvent : CancellableEntityEventArgs
{
public EntityUid User { get; }
public ActivatableUIOpenAttemptEvent(EntityUid who)
{
User = who;
}
}
public sealed class UserOpenActivatableUIAttemptEvent : CancellableEntityEventArgs //have to one-up the already stroke-inducing name
{
public EntityUid User { get; }
public EntityUid Target { get; }
public UserOpenActivatableUIAttemptEvent(EntityUid who, EntityUid target)
{
User = who;
Target = target;
}
}
public sealed class AfterActivatableUIOpenEvent : EntityEventArgs
{
public EntityUid User { get; }
public readonly ICommonSession Session;
public AfterActivatableUIOpenEvent(EntityUid who, ICommonSession session)
{
User = who;
Session = session;
}
}
/// <summary>
/// This is after it's decided the user can open the UI,
/// but before the UI actually opens.
/// Use this if you need to prepare the UI itself
/// </summary>
public sealed class BeforeActivatableUIOpenEvent : EntityEventArgs
{
public EntityUid User { get; }
public BeforeActivatableUIOpenEvent(EntityUid who)
{
User = who;
}
}
public sealed class ActivatableUIPlayerChangedEvent : EntityEventArgs
{
}