* Verb tweaks Remove the LOS check because this is already done above in CanExamine. * Fix outlines * import
201 lines
8.6 KiB
C#
201 lines
8.6 KiB
C#
using Content.Shared.ActionBlocker;
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using Content.Shared.Hands.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory.VirtualItem;
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using Robust.Shared.Containers;
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using Robust.Shared.Map;
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namespace Content.Shared.Verbs
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{
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public abstract class SharedVerbSystem : EntitySystem
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{
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[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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[Dependency] protected readonly SharedContainerSystem ContainerSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeAllEvent<ExecuteVerbEvent>(HandleExecuteVerb);
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}
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private void HandleExecuteVerb(ExecuteVerbEvent args, EntitySessionEventArgs eventArgs)
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{
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var user = eventArgs.SenderSession.AttachedEntity;
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if (user == null)
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return;
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if (!TryGetEntity(args.Target, out var target))
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return;
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// It is possible that client-side prediction can cause this event to be raised after the target entity has
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// been deleted. So we need to check that the entity still exists.
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if (Deleted(user))
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return;
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// Get the list of verbs. This effectively also checks that the requested verb is in fact a valid verb that
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// the user can perform.
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var verbs = GetLocalVerbs(target.Value, user.Value, args.RequestedVerb.GetType());
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// Note that GetLocalVerbs might waste time checking & preparing unrelated verbs even though we know
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// precisely which one we want to run. However, MOST entities will only have 1 or 2 verbs of a given type.
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// The one exception here is the "other" verb type, which has 3-4 verbs + all the debug verbs.
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// Find the requested verb.
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if (verbs.TryGetValue(args.RequestedVerb, out var verb))
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ExecuteVerb(verb, user.Value, target.Value);
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}
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/// <summary>
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/// Raises a number of events in order to get all verbs of the given type(s) defined in local systems. This
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/// does not request verbs from the server.
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/// </summary>
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public SortedSet<Verb> GetLocalVerbs(EntityUid target, EntityUid user, Type type, bool force = false)
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{
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return GetLocalVerbs(target, user, new List<Type>() { type }, force);
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}
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/// <inheritdoc cref="GetLocalVerbs(Robust.Shared.GameObjects.EntityUid,Robust.Shared.GameObjects.EntityUid,System.Type,bool)"/>
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public SortedSet<Verb> GetLocalVerbs(EntityUid target, EntityUid user, List<Type> types, bool force = false)
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{
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return GetLocalVerbs(target, user, types, out _, force);
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}
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/// <summary>
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/// Raises a number of events in order to get all verbs of the given type(s) defined in local systems. This
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/// does not request verbs from the server.
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/// </summary>
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public SortedSet<Verb> GetLocalVerbs(EntityUid target, EntityUid user, List<Type> types,
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out List<VerbCategory> extraCategories, bool force = false)
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{
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SortedSet<Verb> verbs = new();
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extraCategories = new();
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// accessibility checks
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var canAccess = force || _interactionSystem.InRangeAndAccessible(user, target);
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// A large number of verbs need to check action blockers. Instead of repeatedly having each system individually
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// call ActionBlocker checks, just cache it for the verb request.
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var canInteract = force || _actionBlockerSystem.CanInteract(user, target);
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_interactionSystem.TryGetUsedEntity(user, out var @using);
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TryComp<HandsComponent>(user, out var hands);
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// TODO: fix this garbage and use proper generics or reflection or something else, not this.
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if (types.Contains(typeof(InteractionVerb)))
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{
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var verbEvent = new GetVerbsEvent<InteractionVerb>(user, target, @using, hands, canInteract, canAccess, extraCategories);
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RaiseLocalEvent(target, verbEvent, true);
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verbs.UnionWith(verbEvent.Verbs);
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}
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if (types.Contains(typeof(UtilityVerb))
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&& @using != null
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&& @using != target)
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{
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var verbEvent = new GetVerbsEvent<UtilityVerb>(user, target, @using, hands, canInteract, canAccess, extraCategories);
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RaiseLocalEvent(@using.Value, verbEvent, true); // directed at used, not at target
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verbs.UnionWith(verbEvent.Verbs);
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}
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if (types.Contains(typeof(InnateVerb)))
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{
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var verbEvent = new GetVerbsEvent<InnateVerb>(user, target, @using, hands, canInteract, canAccess, extraCategories);
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RaiseLocalEvent(user, verbEvent, true);
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verbs.UnionWith(verbEvent.Verbs);
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}
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if (types.Contains(typeof(AlternativeVerb)))
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{
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var verbEvent = new GetVerbsEvent<AlternativeVerb>(user, target, @using, hands, canInteract, canAccess, extraCategories);
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RaiseLocalEvent(target, verbEvent, true);
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verbs.UnionWith(verbEvent.Verbs);
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}
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if (types.Contains(typeof(ActivationVerb)))
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{
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var verbEvent = new GetVerbsEvent<ActivationVerb>(user, target, @using, hands, canInteract, canAccess, extraCategories);
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RaiseLocalEvent(target, verbEvent, true);
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verbs.UnionWith(verbEvent.Verbs);
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}
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if (types.Contains(typeof(ExamineVerb)))
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{
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var verbEvent = new GetVerbsEvent<ExamineVerb>(user, target, @using, hands, canInteract, canAccess, extraCategories);
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RaiseLocalEvent(target, verbEvent, true);
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verbs.UnionWith(verbEvent.Verbs);
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}
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// generic verbs
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if (types.Contains(typeof(Verb)))
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{
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var verbEvent = new GetVerbsEvent<Verb>(user, target, @using, hands, canInteract, canAccess, extraCategories);
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RaiseLocalEvent(target, verbEvent, true);
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verbs.UnionWith(verbEvent.Verbs);
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}
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if (types.Contains(typeof(EquipmentVerb)))
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{
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var access = canAccess || _interactionSystem.CanAccessEquipment(user, target);
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var verbEvent = new GetVerbsEvent<EquipmentVerb>(user, target, @using, hands, canInteract, access, extraCategories);
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RaiseLocalEvent(target, verbEvent);
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verbs.UnionWith(verbEvent.Verbs);
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}
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return verbs;
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}
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/// <summary>
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/// Execute the provided verb.
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/// </summary>
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/// <remarks>
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/// This will try to call the action delegates and raise the local events for the given verb.
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/// </remarks>
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public virtual void ExecuteVerb(Verb verb, EntityUid user, EntityUid target, bool forced = false)
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{
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// invoke any relevant actions
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verb.Act?.Invoke();
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// Maybe raise a local event
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if (verb.ExecutionEventArgs != null)
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{
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if (verb.EventTarget.IsValid())
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RaiseLocalEvent(verb.EventTarget, verb.ExecutionEventArgs);
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else
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RaiseLocalEvent(verb.ExecutionEventArgs);
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}
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if (Deleted(user) || Deleted(target))
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return;
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// Perform any contact interactions
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if (verb.DoContactInteraction ?? (verb.DefaultDoContactInteraction && _interactionSystem.InRangeUnobstructed(user, target)))
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_interactionSystem.DoContactInteraction(user, target);
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}
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}
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// Does nothing on server
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/// <summary>
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/// Raised directed when trying to get the entity menu visibility for entities.
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/// </summary>
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[ByRefEvent]
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public record struct MenuVisibilityEvent
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{
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public MapCoordinates TargetPos;
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public MenuVisibility Visibility;
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}
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// Does nothing on server
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[Flags]
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public enum MenuVisibility
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{
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// What entities can a user see on the entity menu?
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Default = 0, // They can only see entities in FoV.
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NoFov = 1 << 0, // They ignore FoV restrictions
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InContainer = 1 << 1, // They can see through containers.
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Invisible = 1 << 2, // They can see entities without sprites and the "HideContextMenu" tag is ignored.
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All = NoFov | InContainer | Invisible
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}
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}
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