Files
tbd-station-14/Content.Client/ContextMenu/UI/ContextMenuViewGrouping.cs
Leon Friedrich 6cb58e608b 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
2021-10-04 20:29:03 -07:00

122 lines
4.4 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
namespace Content.Client.ContextMenu.UI
{
public partial class ContextMenuView
{
public const int GroupingTypesCount = 2;
private int GroupingContextMenuType { get; set; }
public void OnGroupingContextMenuChanged(int obj)
{
CloseContextPopups();
GroupingContextMenuType = obj;
}
private List<List<IEntity>> GroupEntities(IEnumerable<IEntity> entities, int depth = 0)
{
if (GroupingContextMenuType == 0)
{
var newEntities = entities.GroupBy(e => e, new PrototypeContextMenuComparer()).ToList();
return newEntities.Select(grp => grp.ToList()).ToList();
}
else
{
var newEntities = entities.GroupBy(e => e, new PrototypeAndStatesContextMenuComparer(depth)).ToList();
return newEntities.Select(grp => grp.ToList()).ToList();
}
}
private sealed class PrototypeAndStatesContextMenuComparer : IEqualityComparer<IEntity>
{
private static readonly List<Func<IEntity, IEntity, bool>> EqualsList = new()
{
(a, b) => a.Prototype!.ID == b.Prototype!.ID,
(a, b) =>
{
var xStates = a.GetComponent<ISpriteComponent>().AllLayers.Where(e => e.Visible).Select(s => s.RsiState.Name);
var yStates = b.GetComponent<ISpriteComponent>().AllLayers.Where(e => e.Visible).Select(s => s.RsiState.Name);
return xStates.OrderBy(t => t).SequenceEqual(yStates.OrderBy(t => t));
},
};
private static readonly List<Func<IEntity, int>> GetHashCodeList = new()
{
e => EqualityComparer<string>.Default.GetHashCode(e.Prototype!.ID),
e =>
{
var hash = 0;
foreach (var element in e.GetComponent<ISpriteComponent>().AllLayers.Where(obj => obj.Visible).Select(s => s.RsiState.Name))
{
hash ^= EqualityComparer<string>.Default.GetHashCode(element!);
}
return hash;
},
};
private static int Count => EqualsList.Count - 1;
private readonly int _depth;
public PrototypeAndStatesContextMenuComparer(int step = 0)
{
_depth = step > Count ? Count : step;
}
public bool Equals(IEntity? x, IEntity? y)
{
if (x == null)
{
return y == null;
}
return y != null && EqualsList[_depth](x, y);
}
public int GetHashCode(IEntity e)
{
return GetHashCodeList[_depth](e);
}
}
private sealed class PrototypeContextMenuComparer : IEqualityComparer<IEntity>
{
public bool Equals(IEntity? x, IEntity? y)
{
if (x == null)
{
return y == null;
}
if (y != null)
{
if (x.Prototype?.ID == y.Prototype?.ID)
{
var xStates = x.GetComponent<ISpriteComponent>().AllLayers.Where(e => e.Visible).Select(s => s.RsiState.Name);
var yStates = y.GetComponent<ISpriteComponent>().AllLayers.Where(e => e.Visible).Select(s => s.RsiState.Name);
return xStates.OrderBy(t => t).SequenceEqual(yStates.OrderBy(t => t));
}
}
return false;
}
public int GetHashCode(IEntity e)
{
var hash = EqualityComparer<string>.Default.GetHashCode(e.Prototype?.ID!);
if (e.TryGetComponent<ISpriteComponent>(out var sprite))
{
foreach (var element in sprite.AllLayers.Where(obj => obj.Visible).Select(s => s.RsiState.Name))
{
hash ^= EqualityComparer<string>.Default.GetHashCode(element!);
}
}
return hash;
}
}
}
}