* Extracts magic strings from Tag calls When #36281 gets merged, the `TagSystem` methods will all give warnings. Let's fix those warnings before they even happen! * Adds missing libraries * Remove not yet implemented TagSystem changes * Fix tag spelling error Genuinely surprised there was only 1! * Styling and proper type changes * Styling Co-authored-by: Tayrtahn <tayrtahn@gmail.com> --------- Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
237 lines
9.6 KiB
C#
237 lines
9.6 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Numerics;
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using Content.Client.Examine;
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using Content.Client.Gameplay;
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using Content.Client.Popups;
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using Content.Shared.CCVar;
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using Content.Shared.Examine;
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using Content.Shared.Tag;
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using Content.Shared.Verbs;
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using JetBrains.Annotations;
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using Robust.Client.ComponentTrees;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Client.State;
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using Robust.Shared.Configuration;
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using Robust.Shared.Containers;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Client.Verbs
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{
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[UsedImplicitly]
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public sealed class VerbSystem : SharedVerbSystem
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{
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly ExamineSystem _examine = default!;
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[Dependency] private readonly SpriteTreeSystem _tree = default!;
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[Dependency] private readonly TagSystem _tagSystem = default!;
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[Dependency] private readonly IStateManager _stateManager = default!;
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly SharedContainerSystem _containers = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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private float _lookupSize;
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private static readonly ProtoId<TagPrototype> HideContextMenuTag = "HideContextMenu";
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/// <summary>
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/// These flags determine what entities the user can see on the context menu.
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/// </summary>
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public MenuVisibility Visibility;
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public Action<VerbsResponseEvent>? OnVerbsResponse;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeNetworkEvent<VerbsResponseEvent>(HandleVerbResponse);
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Subs.CVar(_cfg, CCVars.GameEntityMenuLookup, OnLookupChanged, true);
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}
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private void OnLookupChanged(float val)
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{
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_lookupSize = val;
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}
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/// <summary>
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/// Get all of the entities in an area for displaying on the context menu.
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/// </summary>
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/// <returns>True if any entities were found.</returns>
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public bool TryGetEntityMenuEntities(MapCoordinates targetPos, [NotNullWhen(true)] out List<EntityUid>? entities)
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{
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entities = null;
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if (_stateManager.CurrentState is not GameplayStateBase)
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return false;
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if (_playerManager.LocalEntity is not { } player)
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return false;
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// If FOV drawing is disabled, we will modify the visibility option to ignore visiblity checks.
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var visibility = _eyeManager.CurrentEye.DrawFov ? Visibility : Visibility | MenuVisibility.NoFov;
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var ev = new MenuVisibilityEvent
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{
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TargetPos = targetPos,
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Visibility = visibility,
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};
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RaiseLocalEvent(player, ref ev);
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visibility = ev.Visibility;
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// Initially, we include all entities returned by a sprite area lookup
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var box = Box2.CenteredAround(targetPos.Position, new Vector2(_lookupSize, _lookupSize));
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var queryResult = _tree.QueryAabb(targetPos.MapId, box);
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entities = new List<EntityUid>(queryResult.Count);
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foreach (var ent in queryResult)
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{
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entities.Add(ent.Uid);
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}
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// If we're in a container list all other entities in it.
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// E.g., allow players in lockers to examine / interact with other entities in the same locker
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if (_containers.TryGetContainingContainer((player, null), out var container))
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{
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// Only include the container contents when clicking near it.
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if (entities.Contains(container.Owner)
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|| _containers.TryGetOuterContainer(container.Owner, Transform(container.Owner), out var outer)
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&& entities.Contains(outer.Owner))
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{
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// The container itself might be in some other container, so it might not have been added by the
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// sprite tree lookup.
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if (!entities.Contains(container.Owner))
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entities.Add(container.Owner);
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// TODO Context Menu
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// This might miss entities in some situations. E.g., one of the contained entities entity in it, that
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// itself has another entity attached to it, then we should be able to "see" that entity.
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// E.g., if a security guard is on a segway and gets thrown in a locker, this wouldn't let you see the guard.
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foreach (var ent in container.ContainedEntities)
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{
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if (!entities.Contains(ent))
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entities.Add(ent);
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}
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}
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}
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if ((visibility & MenuVisibility.InContainer) != 0)
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{
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// This is inefficient, but I'm lazy and CBF implementing my own recursive container method. Note that
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// this might actually fail to add the contained children of some entities in the menu. E.g., an entity
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// with a large sprite aabb, but small broadphase might appear in the menu, but have its children added
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// by this.
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var flags = LookupFlags.All & ~LookupFlags.Sensors;
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foreach (var e in _lookup.GetEntitiesInRange(targetPos, _lookupSize, flags: flags))
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{
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if (!entities.Contains(e))
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entities.Add(e);
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}
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}
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// Do we have to do FoV checks?
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if ((visibility & MenuVisibility.NoFov) == 0)
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{
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TryComp(player, out ExaminerComponent? examiner);
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for (var i = entities.Count - 1; i >= 0; i--)
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{
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if (!_examine.CanExamine(player, targetPos, e => e == player, entities[i], examiner))
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entities.RemoveSwap(i);
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}
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}
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if ((visibility & MenuVisibility.Invisible) != 0)
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return entities.Count != 0;
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for (var i = entities.Count - 1; i >= 0; i--)
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{
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if (_tagSystem.HasTag(entities[i], HideContextMenuTag))
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entities.RemoveSwap(i);
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}
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// Unless we added entities in containers, every entity should already have a visible sprite due to
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// the fact that we used the sprite tree query.
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if (container == null && (visibility & MenuVisibility.InContainer) == 0)
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return entities.Count != 0;
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var spriteQuery = GetEntityQuery<SpriteComponent>();
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for (var i = entities.Count - 1; i >= 0; i--)
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{
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if (!spriteQuery.TryGetComponent(entities[i], out var spriteComponent) || !spriteComponent.Visible)
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entities.RemoveSwap(i);
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}
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return entities.Count != 0;
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}
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/// <summary>
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/// Ask the server to send back a list of server-side verbs, and for now return an incomplete list of verbs
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/// (only those defined locally).
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/// </summary>
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public SortedSet<Verb> GetVerbs(NetEntity target, EntityUid user, List<Type> verbTypes, out List<VerbCategory> extraCategories, bool force = false)
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{
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if (!target.IsClientSide())
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RaiseNetworkEvent(new RequestServerVerbsEvent(target, verbTypes, adminRequest: force));
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// Some admin menu interactions will try get verbs for entities that have not yet been sent to the player.
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if (!TryGetEntity(target, out var local))
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{
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extraCategories = new();
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return new();
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}
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return GetLocalVerbs(local.Value, user, verbTypes, out extraCategories, force);
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}
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/// <summary>
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/// Execute actions associated with the given verb.
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/// </summary>
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/// <remarks>
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/// Unless this is a client-exclusive verb, this will also tell the server to run the same verb.
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/// </remarks>
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public void ExecuteVerb(EntityUid target, Verb verb)
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{
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ExecuteVerb(GetNetEntity(target), verb);
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}
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/// <summary>
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/// Execute actions associated with the given verb.
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/// </summary>
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/// <remarks>
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/// Unless this is a client-exclusive verb, this will also tell the server to run the same verb.
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/// </remarks>
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public void ExecuteVerb(NetEntity target, Verb verb)
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{
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if ( _playerManager.LocalEntity is not {} user)
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return;
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// is this verb actually valid?
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if (verb.Disabled)
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{
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// maybe send an informative pop-up message.
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if (!string.IsNullOrWhiteSpace(verb.Message))
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_popupSystem.PopupEntity(FormattedMessage.RemoveMarkupOrThrow(verb.Message), user);
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return;
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}
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if (verb.ClientExclusive || target.IsClientSide())
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// is this a client exclusive (gui) verb?
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ExecuteVerb(verb, user, GetEntity(target));
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else
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EntityManager.RaisePredictiveEvent(new ExecuteVerbEvent(target, verb));
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}
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private void HandleVerbResponse(VerbsResponseEvent msg)
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{
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OnVerbsResponse?.Invoke(msg);
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}
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}
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}
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