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

216 lines
7.6 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Client.Examine;
using Content.Client.Gameplay;
using Content.Client.Popups;
using Content.Shared.Examine;
using Content.Shared.Tag;
using Content.Shared.Verbs;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Client.State;
using Robust.Shared.Map;
using Robust.Shared.Utility;
namespace Content.Client.Verbs
{
[UsedImplicitly]
public sealed class VerbSystem : SharedVerbSystem
{
[Dependency] private readonly PopupSystem _popupSystem = default!;
[Dependency] private readonly ExamineSystem _examine = default!;
[Dependency] private readonly TagSystem _tagSystem = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly IStateManager _stateManager = default!;
[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
/// <summary>
/// When a user right clicks somewhere, how large is the box we use to get entities for the context menu?
/// </summary>
public const float EntityMenuLookupSize = 0.25f;
[Dependency] private readonly IEyeManager _eyeManager = default!;
/// <summary>
/// These flags determine what entities the user can see on the context menu.
/// </summary>
public MenuVisibility Visibility;
public Action<VerbsResponseEvent>? OnVerbsResponse;
public override void Initialize()
{
base.Initialize();
SubscribeNetworkEvent<VerbsResponseEvent>(HandleVerbResponse);
}
/// <summary>
/// Get all of the entities in an area for displaying on the context menu.
/// </summary>
public bool TryGetEntityMenuEntities(MapCoordinates targetPos, [NotNullWhen(true)] out List<EntityUid>? result)
{
result = null;
if (_stateManager.CurrentState is not GameplayStateBase gameScreenBase)
return false;
var player = _playerManager.LocalEntity;
if (player == null)
return false;
// If FOV drawing is disabled, we will modify the visibility option to ignore visiblity checks.
var visibility = _eyeManager.CurrentEye.DrawFov
? Visibility
: Visibility | MenuVisibility.NoFov;
var ev = new MenuVisibilityEvent()
{
TargetPos = targetPos,
Visibility = visibility,
};
RaiseLocalEvent(player.Value, ref ev);
visibility = ev.Visibility;
// Get entities
List<EntityUid> entities;
var examineFlags = LookupFlags.All & ~LookupFlags.Sensors;
// Do we have to do FoV checks?
if ((visibility & MenuVisibility.NoFov) == 0)
{
var entitiesUnderMouse = gameScreenBase.GetClickableEntities(targetPos).ToHashSet();
bool Predicate(EntityUid e) => e == player || entitiesUnderMouse.Contains(e);
TryComp(player.Value, out ExaminerComponent? examiner);
entities = new();
foreach (var ent in _entityLookup.GetEntitiesInRange(targetPos, EntityMenuLookupSize, flags: examineFlags))
{
if (_examine.CanExamine(player.Value, targetPos, Predicate, ent, examiner))
entities.Add(ent);
}
}
else
{
entities = _entityLookup.GetEntitiesInRange(targetPos, EntityMenuLookupSize, flags: examineFlags).ToList();
}
if (entities.Count == 0)
return false;
if (visibility == MenuVisibility.All)
{
result = entities;
return true;
}
// remove any entities in containers
if ((visibility & MenuVisibility.InContainer) == 0)
{
for (var i = entities.Count - 1; i >= 0; i--)
{
var entity = entities[i];
if (ContainerSystem.IsInSameOrTransparentContainer(player.Value, entity))
continue;
entities.RemoveSwap(i);
}
}
// remove any invisible entities
if ((visibility & MenuVisibility.Invisible) == 0)
{
var spriteQuery = GetEntityQuery<SpriteComponent>();
for (var i = entities.Count - 1; i >= 0; i--)
{
var entity = entities[i];
if (!spriteQuery.TryGetComponent(entity, out var spriteComponent) ||
!spriteComponent.Visible ||
_tagSystem.HasTag(entity, "HideContextMenu"))
{
entities.RemoveSwap(i);
}
}
}
if (entities.Count == 0)
return false;
result = entities;
return true;
}
/// <summary>
/// Ask the server to send back a list of server-side verbs, and for now return an incomplete list of verbs
/// (only those defined locally).
/// </summary>
public SortedSet<Verb> GetVerbs(NetEntity target, EntityUid user, List<Type> verbTypes, out List<VerbCategory> extraCategories, bool force = false)
{
if (!target.IsClientSide())
RaiseNetworkEvent(new RequestServerVerbsEvent(target, verbTypes, adminRequest: force));
// Some admin menu interactions will try get verbs for entities that have not yet been sent to the player.
if (!TryGetEntity(target, out var local))
{
extraCategories = new();
return new();
}
return GetLocalVerbs(local.Value, user, verbTypes, out extraCategories, force);
}
/// <summary>
/// Execute actions associated with the given verb.
/// </summary>
/// <remarks>
/// Unless this is a client-exclusive verb, this will also tell the server to run the same verb.
/// </remarks>
public void ExecuteVerb(EntityUid target, Verb verb)
{
ExecuteVerb(GetNetEntity(target), verb);
}
/// <summary>
/// Execute actions associated with the given verb.
/// </summary>
/// <remarks>
/// Unless this is a client-exclusive verb, this will also tell the server to run the same verb.
/// </remarks>
public void ExecuteVerb(NetEntity target, Verb verb)
{
if ( _playerManager.LocalEntity is not {} user)
return;
// is this verb actually valid?
if (verb.Disabled)
{
// maybe send an informative pop-up message.
if (!string.IsNullOrWhiteSpace(verb.Message))
_popupSystem.PopupEntity(verb.Message, user);
return;
}
if (verb.ClientExclusive || target.IsClientSide())
// is this a client exclusive (gui) verb?
ExecuteVerb(verb, user, GetEntity(target));
else
EntityManager.RaisePredictiveEvent(new ExecuteVerbEvent(target, verb));
}
private void HandleVerbResponse(VerbsResponseEvent msg)
{
OnVerbsResponse?.Invoke(msg);
}
}
}