Files
tbd-station-14/Content.Client/Verbs/VerbSystem.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

229 lines
7.7 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Content.Client.ContextMenu.UI;
using Content.Shared.GameTicking;
using Content.Shared.Verbs;
using JetBrains.Annotations;
using Robust.Client.Player;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Map;
using Robust.Shared.Maths;
namespace Content.Client.Verbs
{
[UsedImplicitly]
public sealed class VerbSystem : SharedVerbSystem
{
[Dependency] private readonly IUserInterfaceManager _userInterfaceManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
public ContextMenuPresenter ContextMenuPresenter = default!;
public EntityUid CurrentTarget;
public ContextMenuPopup? CurrentVerbPopup;
public ContextMenuPopup? CurrentCategoryPopup;
public Dictionary<VerbType, SortedSet<Verb>> CurrentVerbs = new();
/// <summary>
/// Whether to show all entities on the context menu.
/// </summary>
/// <remarks>
/// Verb execution will only be affected if the server also agrees that this player can see the target
/// entity.
/// </remarks>
public bool CanSeeAllContext = false;
// TODO VERBS Move presenter out of the system
// TODO VERBS Separate the rest of the UI from the logic
public override void Initialize()
{
base.Initialize();
SubscribeNetworkEvent<RoundRestartCleanupEvent>(Reset);
SubscribeNetworkEvent<VerbsResponseEvent>(HandleVerbResponse);
SubscribeNetworkEvent<SetSeeAllContextEvent>(SetSeeAllContext);
ContextMenuPresenter = new ContextMenuPresenter(this);
}
private void Reset(RoundRestartCleanupEvent ev)
{
ContextMenuPresenter.CloseAllMenus();
}
public override void Shutdown()
{
base.Shutdown();
ContextMenuPresenter?.Dispose();
}
public override void Update(float frameTime)
{
base.Update(frameTime);
ContextMenuPresenter?.Update();
}
private void SetSeeAllContext(SetSeeAllContextEvent args)
{
CanSeeAllContext = args.CanSeeAllContext;
}
/// <summary>
/// Execute actions associated with the given verb. If there are no defined actions, this will instead ask
/// the server to run the given verb.
/// </summary>
public void TryExecuteVerb(Verb verb, EntityUid target, VerbType verbType)
{
if (!TryExecuteVerb(verb))
RaiseNetworkEvent(new TryExecuteVerbEvent(target, verb, verbType));
}
public void OpenVerbMenu(IEntity target, ScreenCoordinates screenCoordinates)
{
if (CurrentVerbPopup != null)
{
CloseVerbMenu();
}
var user = _playerManager.LocalPlayer?.ControlledEntity;
if (user == null)
return;
CurrentTarget = target.Uid;
CurrentVerbPopup = new ContextMenuPopup();
_userInterfaceManager.ModalRoot.AddChild(CurrentVerbPopup);
CurrentVerbPopup.OnPopupHide += CloseVerbMenu;
CurrentVerbs = GetVerbs(target, user, VerbType.All);
if (!target.Uid.IsClientSide())
{
CurrentVerbPopup.AddToMenu(new Label { Text = Loc.GetString("verb-system-waiting-on-server-text") });
RaiseNetworkEvent(new RequestServerVerbsEvent(CurrentTarget, VerbType.All));
}
// Show the menu
FillVerbPopup(CurrentVerbPopup);
var box = UIBox2.FromDimensions(screenCoordinates.Position, (1, 1));
CurrentVerbPopup.Open(box);
}
public void OnContextButtonPressed(IEntity entity)
{
OpenVerbMenu(entity, _userInterfaceManager.MousePositionScaled);
}
private void HandleVerbResponse(VerbsResponseEvent msg)
{
if (CurrentTarget != msg.Entity || CurrentVerbPopup == null)
{
return;
}
// This **should** not happen.
if (msg.Verbs == null)
{
// update "waiting for server...".
CurrentVerbPopup.List.DisposeAllChildren();
CurrentVerbPopup.AddToMenu(new Label { Text = Loc.GetString("verb-system-null-server-response") });
FillVerbPopup(CurrentVerbPopup);
return;
}
// Add the new server-side verbs.
foreach (var (verbType, verbSet) in msg.Verbs)
{
SortedSet<Verb> sortedVerbs = new (verbSet);
if (!CurrentVerbs.TryAdd(verbType, sortedVerbs))
{
CurrentVerbs[verbType].UnionWith(sortedVerbs);
}
}
// Clear currently shown verbs and show new ones
CurrentVerbPopup.List.DisposeAllChildren();
FillVerbPopup(CurrentVerbPopup);
}
private void FillVerbPopup(ContextMenuPopup popup)
{
if (CurrentTarget == EntityUid.Invalid)
return;
// Add verbs to pop-up, grouped by type. Order determined by how types are defined VerbTypes
var types = CurrentVerbs.Keys.ToList();
types.Sort();
foreach (var type in types)
{
AddVerbSet(popup, type);
}
// Were the verb lists empty?
if (popup.List.ChildCount == 0)
{
var panel = new PanelContainer();
panel.AddChild(new Label { Text = Loc.GetString("verb-system-no-verbs-text") });
popup.AddChild(panel);
}
popup.InvalidateMeasure();
}
/// <summary>
/// Add a list of verbs to a BoxContainer. Iterates over the given verbs list and creates GUI buttons.
/// </summary>
private void AddVerbSet(ContextMenuPopup popup, VerbType type)
{
if (!CurrentVerbs.TryGetValue(type, out var verbSet) || verbSet.Count == 0)
return;
HashSet<string> listedCategories = new();
foreach (var verb in verbSet)
{
if (verb.Category == null)
{
// Lone verb without a category. just create a button for it
popup.AddToMenu(new VerbButton(this, verb, type, CurrentTarget));
continue;
}
if (listedCategories.Contains(verb.Category.Text))
{
// This verb was already included in a verb-category button added by a previous verb
continue;
}
// Get the verbs in the category
var verbsInCategory = verbSet.Where(v => v.Category?.Text == verb.Category.Text);
popup.AddToMenu(
new VerbCategoryButton(this, verb.Category, verbsInCategory, type, CurrentTarget));
listedCategories.Add(verb.Category.Text);
continue;
}
}
public void CloseVerbMenu()
{
if (CurrentVerbPopup != null)
{
CurrentVerbPopup.OnPopupHide -= CloseVerbMenu;
CurrentVerbPopup.Dispose();
CurrentVerbPopup = null;
}
CurrentCategoryPopup?.Dispose();
CurrentCategoryPopup = null;
CurrentTarget = EntityUid.Invalid;
CurrentVerbs.Clear();
}
}
}