Files
tbd-station-14/Content.Shared/Verbs/SharedVerbSystem.cs
metalgearsloth afd0618a60 Station AI (#30944)
* Station AI overlay

* implement

* Bunch of ports

* Fix a heap of bugs and basic scouting

* helldivers

* Shuffle interactions a bit

* navmap stuff

* Revert "navmap stuff"

This reverts commit d1f89dd4be83233e22cf5dd062b2581f3c6da062.

* AI wires implemented

* Fix examines

* Optimise the overlay significantly

* Back to old static

* BUI radial working

* lots of work

* Saving work

* thanks fork

* alright

* pc

* AI upload console

* AI upload

* stuff

* Fix copy-paste shitcode

* AI actions

* navmap work

* Fixes

* first impressions

* a

* reh

* Revert "navmap work"

This reverts commit 6f63fea6e9245e189f368f97be3e32e9b210580e.

# Conflicts:
#	Content.Client/Silicons/StationAi/StationAiOverlay.cs

* OD

* radar

* weh

* Fix examines

* scoop mine eyes

* fixes

* reh

* Optimise

* Final round of optimisations

* Fixes

* fixes
2024-08-28 10:57:12 +10:00

202 lines
9.2 KiB
C#

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