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