* 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
547 lines
21 KiB
C#
547 lines
21 KiB
C#
using System.Diagnostics;
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using System.Globalization;
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using System.Linq;
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using System.Text;
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using Content.Shared.Eye.Blinding.Components;
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using Content.Shared.Ghost;
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using Content.Shared.Interaction;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using JetBrains.Annotations;
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using Robust.Shared.Containers;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Utility;
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using static Content.Shared.Interaction.SharedInteractionSystem;
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namespace Content.Shared.Examine
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{
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public abstract partial class ExamineSystemShared : EntitySystem
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{
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[Dependency] private readonly OccluderSystem _occluder = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
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[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
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[Dependency] protected readonly MobStateSystem MobStateSystem = default!;
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public const float MaxRaycastRange = 100;
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/// <summary>
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/// Examine range to use when the examiner is in critical condition.
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/// </summary>
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/// <remarks>
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/// Detailed examinations are disabled while incapactiated. Ideally this should just be set equal to the
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/// radius of the crit overlay that blackens most of the screen. The actual radius of that is defined
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/// in a shader sooo... eh.
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/// </remarks>
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public const float CritExamineRange = 1.3f;
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/// <summary>
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/// Examine range to use when the examiner is dead. See <see cref="CritExamineRange"/>.
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/// </summary>
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public const float DeadExamineRange = 0.75f;
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public const float ExamineRange = 16f;
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protected const float ExamineDetailsRange = 3f;
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protected const float ExamineBlurrinessMult = 2.5f;
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private EntityQuery<GhostComponent> _ghostQuery;
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/// <summary>
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/// Creates a new examine tooltip with arbitrary info.
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/// </summary>
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public abstract void SendExamineTooltip(EntityUid player, EntityUid target, FormattedMessage message, bool getVerbs, bool centerAtCursor);
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public bool IsInDetailsRange(EntityUid examiner, EntityUid entity)
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{
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if (IsClientSide(entity))
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return true;
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// Ghosts can see everything.
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if (_ghostQuery.HasComp(examiner))
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return true;
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// check if the mob is in critical or dead
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if (MobStateSystem.IsIncapacitated(examiner))
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return false;
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if (!InRangeUnOccluded(examiner, entity, ExamineDetailsRange))
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return false;
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// Is the target hidden in a opaque locker or something? Currently this check allows players to examine
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// their organs, if they can somehow target them. Really this should be with userSeeInsideSelf: false, and a
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// separate check for if the item is in their inventory or hands.
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if (_containerSystem.IsInSameOrTransparentContainer(examiner, entity, userSeeInsideSelf: true))
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return true;
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// is it inside of an open storage (e.g., an open backpack)?
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return _interactionSystem.CanAccessViaStorage(examiner, entity);
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}
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[Pure]
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public bool CanExamine(EntityUid examiner, EntityUid examined)
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{
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// special check for client-side entities stored in null-space for some UI guff.
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if (IsClientSide(examined))
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return true;
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return !Deleted(examined) && CanExamine(examiner, _transform.GetMapCoordinates(examined),
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entity => entity == examiner || entity == examined, examined);
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}
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[Pure]
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public virtual bool CanExamine(EntityUid examiner, MapCoordinates target, Ignored? predicate = null, EntityUid? examined = null, ExaminerComponent? examinerComp = null)
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{
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// TODO occluded container checks
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// also requires checking if the examiner has either a storage or stripping UI open, as the item may be accessible via that UI
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if (!Resolve(examiner, ref examinerComp, false))
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return false;
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// Ghosts and admins skip examine checks.
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if (examinerComp.SkipChecks)
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return true;
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if (examined != null)
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{
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var ev = new ExamineAttemptEvent(examiner);
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RaiseLocalEvent(examined.Value, ev);
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if (ev.Cancelled)
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return false;
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}
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if (!examinerComp.CheckInRangeUnOccluded)
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return true;
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if (EntityManager.GetComponent<TransformComponent>(examiner).MapID != target.MapId)
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return false;
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// Do target InRangeUnoccluded which has different checks.
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if (examined != null)
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{
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return InRangeUnOccluded(
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examiner,
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examined.Value,
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GetExaminerRange(examiner),
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predicate: predicate,
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ignoreInsideBlocker: true);
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}
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else
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{
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return InRangeUnOccluded(
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examiner,
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target,
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GetExaminerRange(examiner),
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predicate: predicate,
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ignoreInsideBlocker: true);
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}
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}
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/// <summary>
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/// Check if a given examiner is incapacitated. If yes, return a reduced examine range. Otherwise, return the deault range.
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/// </summary>
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public float GetExaminerRange(EntityUid examiner, MobStateComponent? mobState = null)
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{
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if (Resolve(examiner, ref mobState, logMissing: false))
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{
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if (MobStateSystem.IsDead(examiner, mobState))
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return DeadExamineRange;
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if (MobStateSystem.IsCritical(examiner, mobState) || TryComp<BlindableComponent>(examiner, out var blind) && blind.IsBlind)
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return CritExamineRange;
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if (TryComp<BlurryVisionComponent>(examiner, out var blurry))
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return Math.Clamp(ExamineRange - blurry.Magnitude * ExamineBlurrinessMult, 2, ExamineRange);
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}
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return ExamineRange;
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}
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/// <summary>
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/// True if occluders are drawn for this entity, otherwise false.
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/// </summary>
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public bool IsOccluded(EntityUid uid)
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{
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return TryComp<EyeComponent>(uid, out var eye) && eye.DrawFov;
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}
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public bool InRangeUnOccluded(MapCoordinates origin, MapCoordinates other, float range, Ignored? predicate, bool ignoreInsideBlocker = true, IEntityManager? entMan = null)
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{
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// No, rider. This is better.
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// ReSharper disable once ConvertToLocalFunction
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var wrapped = (EntityUid uid, Ignored? wrapped)
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=> wrapped != null && wrapped(uid);
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return InRangeUnOccluded(origin, other, range, predicate, wrapped, ignoreInsideBlocker, entMan);
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}
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public bool InRangeUnOccluded<TState>(MapCoordinates origin, MapCoordinates other, float range,
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TState state, Func<EntityUid, TState, bool> predicate, bool ignoreInsideBlocker = true, IEntityManager? entMan = null)
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{
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if (other.MapId != origin.MapId ||
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other.MapId == MapId.Nullspace) return false;
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var dir = other.Position - origin.Position;
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var length = dir.Length();
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// If range specified also check it
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// TODO: This rounding check is here because the API is kinda eh
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if (range > 0f && length > range + 0.01f) return false;
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if (MathHelper.CloseTo(length, 0)) return true;
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if (length > MaxRaycastRange)
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{
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Log.Warning("InRangeUnOccluded check performed over extreme range. Limiting CollisionRay size.");
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length = MaxRaycastRange;
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}
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var ray = new Ray(origin.Position, dir.Normalized());
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var rayResults = _occluder
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.IntersectRayWithPredicate(origin.MapId, ray, length, state, predicate, false);
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if (rayResults.Count == 0) return true;
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if (!ignoreInsideBlocker) return false;
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foreach (var result in rayResults)
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{
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if (!TryComp(result.HitEntity, out OccluderComponent? o))
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{
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continue;
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}
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var bBox = o.BoundingBox;
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bBox = bBox.Translated(_transform.GetWorldPosition(result.HitEntity));
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if (bBox.Contains(origin.Position) || bBox.Contains(other.Position))
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{
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continue;
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}
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return false;
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}
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return true;
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}
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public bool InRangeUnOccluded(EntityUid origin, EntityUid other, float range = ExamineRange, Ignored? predicate = null, bool ignoreInsideBlocker = true)
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{
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var ev = new InRangeOverrideEvent(origin, other);
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RaiseLocalEvent(origin, ref ev);
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if (ev.Handled)
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{
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return ev.InRange;
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}
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var originPos = _transform.GetMapCoordinates(origin);
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var otherPos = _transform.GetMapCoordinates(other);
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return InRangeUnOccluded(originPos, otherPos, range, predicate, ignoreInsideBlocker);
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}
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public bool InRangeUnOccluded(EntityUid origin, EntityCoordinates other, float range = ExamineRange, Ignored? predicate = null, bool ignoreInsideBlocker = true)
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{
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var originPos = _transform.GetMapCoordinates(origin);
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var otherPos = _transform.ToMapCoordinates(other);
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return InRangeUnOccluded(originPos, otherPos, range, predicate, ignoreInsideBlocker);
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}
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public bool InRangeUnOccluded(EntityUid origin, MapCoordinates other, float range = ExamineRange, Ignored? predicate = null, bool ignoreInsideBlocker = true)
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{
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var originPos = _transform.GetMapCoordinates(origin);
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return InRangeUnOccluded(originPos, other, range, predicate, ignoreInsideBlocker);
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}
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public FormattedMessage GetExamineText(EntityUid entity, EntityUid? examiner)
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{
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var message = new FormattedMessage();
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if (examiner == null)
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{
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return message;
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}
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var hasDescription = false;
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var metadata = MetaData(entity);
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//Add an entity description if one is declared
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if (!string.IsNullOrEmpty(metadata.EntityDescription))
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{
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message.AddText(metadata.EntityDescription);
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hasDescription = true;
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}
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message.PushColor(Color.DarkGray);
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// Raise the event and let things that subscribe to it change the message...
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var isInDetailsRange = IsInDetailsRange(examiner.Value, entity);
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var examinedEvent = new ExaminedEvent(message, entity, examiner.Value, isInDetailsRange, hasDescription);
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RaiseLocalEvent(entity, examinedEvent);
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var newMessage = examinedEvent.GetTotalMessage();
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// pop color tag
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newMessage.Pop();
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return newMessage;
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}
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}
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/// <summary>
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/// Raised when an entity is examined.
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/// If you're pushing multiple messages that should be grouped together (or ordered in some way),
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/// call <see cref="PushGroup"/> before pushing and <see cref="PopGroup"/> when finished.
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/// </summary>
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public sealed class ExaminedEvent : EntityEventArgs
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{
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/// <summary>
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/// The message that will be displayed as the examine text.
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/// You should use <see cref="PushMarkup"/> and similar instead to modify this,
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/// since it handles newlines/priority and such correctly.
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/// </summary>
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/// <seealso cref="PushMessage"/>
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/// <seealso cref="PushMarkup"/>
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/// <seealso cref="PushText"/>
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/// <seealso cref="AddMessage"/>
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/// <seealso cref="AddMarkup"/>
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/// <seealso cref="AddText"/>
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private FormattedMessage Message { get; }
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/// <summary>
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/// Parts of the examine message that will later be sorted by priority and pushed onto <see cref="Message"/>.
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/// </summary>
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private List<ExamineMessagePart> Parts { get; } = new();
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/// <summary>
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/// Whether the examiner is in range of the entity to get some extra details.
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/// </summary>
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public bool IsInDetailsRange { get; }
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/// <summary>
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/// The entity performing the examining.
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/// </summary>
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public EntityUid Examiner { get; }
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/// <summary>
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/// Entity being examined, for broadcast event purposes.
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/// </summary>
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public EntityUid Examined { get; }
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private bool _hasDescription;
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private ExamineMessagePart? _currentGroupPart;
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public ExaminedEvent(FormattedMessage message, EntityUid examined, EntityUid examiner, bool isInDetailsRange, bool hasDescription)
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{
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Message = message;
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Examined = examined;
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Examiner = examiner;
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IsInDetailsRange = isInDetailsRange;
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_hasDescription = hasDescription;
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}
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/// <summary>
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/// Returns <see cref="Message"/> with all <see cref="Parts"/> appended according to their priority.
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/// </summary>
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public FormattedMessage GetTotalMessage()
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{
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int Comparison(ExamineMessagePart a, ExamineMessagePart b)
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{
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// Try sort by priority, then group, then by string contents
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if (a.Priority != b.Priority)
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{
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// negative so that expected behavior is consistent with what makes sense
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// i.e. a negative priority should mean its at the bottom of the list, right?
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return -a.Priority.CompareTo(b.Priority);
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}
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if (a.Group != b.Group)
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{
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return string.Compare(a.Group, b.Group, StringComparison.Ordinal);
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}
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return string.Compare(a.Message.ToString(), b.Message.ToString(), StringComparison.Ordinal);
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}
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// tolist/clone formatted message so calling this multiple times wont fuck shit up
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// (if that happens for some reason)
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var parts = Parts.ToList();
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var totalMessage = new FormattedMessage(Message);
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parts.Sort(Comparison);
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if (_hasDescription && parts.Count > 0)
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{
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totalMessage.PushNewline();
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}
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foreach (var part in parts)
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{
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totalMessage.AddMessage(part.Message);
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if (part.DoNewLine && parts.Last() != part)
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totalMessage.PushNewline();
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}
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return totalMessage;
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}
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/// <summary>
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/// Message group handling. Call this if you want the next set of examine messages that you're adding to have
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/// a consistent order with regards to each other. This is done so that client & server will always
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/// sort messages the same as well as grouped together properly, even if subscriptions are different.
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/// You should wrap it in a using() block so popping automatically occurs.
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/// </summary>
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public ExamineGroupDisposable PushGroup(string groupName, int priority=0)
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{
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// Ensure that other examine events correctly ended their groups.
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DebugTools.Assert(_currentGroupPart == null);
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_currentGroupPart = new ExamineMessagePart(new FormattedMessage(), priority, false, groupName);
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return new ExamineGroupDisposable(this);
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}
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/// <summary>
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/// Ends the current group and pushes its groups contents to the message.
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/// This will be called automatically if in using a `using` block with <see cref="PushGroup"/>.
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/// </summary>
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private void PopGroup()
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{
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DebugTools.Assert(_currentGroupPart != null);
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if (_currentGroupPart != null)
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Parts.Add(_currentGroupPart);
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_currentGroupPart = null;
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}
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/// <summary>
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/// Push another message into this examine result, on its own line.
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/// End message will be grouped by <see cref="priority"/>, then by group if one was started
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/// then by ordinal comparison.
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/// </summary>
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/// <seealso cref="PushMarkup"/>
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/// <seealso cref="PushText"/>
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public void PushMessage(FormattedMessage message, int priority=0)
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{
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if (message.Nodes.Count == 0)
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return;
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if (_currentGroupPart != null)
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{
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message.PushNewline();
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_currentGroupPart.Message.AddMessage(message);
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}
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else
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{
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Parts.Add(new ExamineMessagePart(message, priority, true, null));
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}
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}
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/// <summary>
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/// Push another message parsed from markup into this examine result, on its own line.
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/// End message will be grouped by <see cref="priority"/>, then by group if one was started
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/// then by ordinal comparison.
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/// </summary>
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/// <seealso cref="PushText"/>
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/// <seealso cref="PushMessage"/>
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public void PushMarkup(string markup, int priority=0)
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{
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PushMessage(FormattedMessage.FromMarkup(markup), priority);
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}
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/// <summary>
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/// Push another message containing raw text into this examine result, on its own line.
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/// End message will be grouped by <see cref="priority"/>, then by group if one was started
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/// then by ordinal comparison.
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/// </summary>
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/// <seealso cref="PushMarkup"/>
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/// <seealso cref="PushMessage"/>
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public void PushText(string text, int priority=0)
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{
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var msg = new FormattedMessage();
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msg.AddText(text);
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PushMessage(msg, priority);
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}
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/// <summary>
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/// Adds a message directly without starting a newline after.
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/// End message will be grouped by <see cref="priority"/>, then by group if one was started
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/// then by ordinal comparison.
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/// </summary>
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/// <seealso cref="AddMarkup"/>
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/// <seealso cref="AddText"/>
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public void AddMessage(FormattedMessage message, int priority = 0)
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{
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if (message.Nodes.Count == 0)
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return;
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if (_currentGroupPart != null)
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{
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_currentGroupPart.Message.AddMessage(message);
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}
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else
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{
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Parts.Add(new ExamineMessagePart(message, priority, false, null));
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}
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}
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/// <summary>
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/// Adds markup directly without starting a newline after.
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/// End message will be grouped by <see cref="priority"/>, then by group if one was started
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/// then by ordinal comparison.
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/// </summary>
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/// <seealso cref="AddText"/>
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/// <seealso cref="AddMessage"/>
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public void AddMarkup(string markup, int priority=0)
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{
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AddMessage(FormattedMessage.FromMarkup(markup), priority);
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}
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/// <summary>
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/// Adds text directly without starting a newline after.
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/// End message will be grouped by <see cref="priority"/>, then by group if one was started
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/// then by ordinal comparison.
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/// </summary>
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/// <seealso cref="AddMarkup"/>
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/// <seealso cref="AddMessage"/>
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public void AddText(string text, int priority=0)
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{
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var msg = new FormattedMessage();
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msg.AddText(text);
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AddMessage(msg, priority);
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}
|
|
|
|
public struct ExamineGroupDisposable : IDisposable
|
|
{
|
|
private ExaminedEvent _event;
|
|
|
|
public ExamineGroupDisposable(ExaminedEvent @event)
|
|
{
|
|
_event = @event;
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
_event.PopGroup();
|
|
}
|
|
}
|
|
|
|
private record ExamineMessagePart(FormattedMessage Message, int Priority, bool DoNewLine, string? Group);
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Event raised directed at an entity that someone is attempting to examine
|
|
/// </summary>
|
|
public sealed class ExamineAttemptEvent : CancellableEntityEventArgs
|
|
{
|
|
public readonly EntityUid Examiner;
|
|
|
|
public ExamineAttemptEvent(EntityUid examiner)
|
|
{
|
|
Examiner = examiner;
|
|
}
|
|
}
|
|
}
|