241 lines
8.6 KiB
C#
241 lines
8.6 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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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.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.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.Map;
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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 _examineSystem = 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 EntityLookupSystem _entityLookup = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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/// <summary>
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/// When a user right clicks somewhere, how large is the box we use to get entities for the context menu?
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/// </summary>
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public const float EntityMenuLookupSize = 0.25f;
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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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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}
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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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public bool TryGetEntityMenuEntities(MapCoordinates targetPos, [NotNullWhen(true)] out List<EntityUid>? result)
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{
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result = null;
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if (_stateManager.CurrentState is not GameplayStateBase gameScreenBase)
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return false;
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var player = _playerManager.LocalPlayer?.ControlledEntity;
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if (player == null)
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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
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? Visibility
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: Visibility | MenuVisibility.NoFov;
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// Get entities
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List<EntityUid> entities;
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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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var entitiesUnderMouse = gameScreenBase.GetClickableEntities(targetPos).ToHashSet();
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bool Predicate(EntityUid e) => e == player || entitiesUnderMouse.Contains(e);
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// first check the general location.
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if (!_examineSystem.CanExamine(player.Value, targetPos, Predicate))
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return false;
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TryComp(player.Value, out ExaminerComponent? examiner);
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// Then check every entity
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entities = new();
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foreach (var ent in _entityLookup.GetEntitiesInRange(targetPos, EntityMenuLookupSize))
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{
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if (_examineSystem.CanExamine(player.Value, targetPos, Predicate, ent, examiner))
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entities.Add(ent);
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}
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}
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else
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{
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entities = _entityLookup.GetEntitiesInRange(targetPos, EntityMenuLookupSize).ToList();
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}
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if (entities.Count == 0)
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return false;
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if (visibility == MenuVisibility.All)
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{
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result = entities;
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return true;
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}
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// remove any entities in containers
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if ((visibility & MenuVisibility.InContainer) == 0)
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{
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for (var i = entities.Count - 1; i >= 0; i--)
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{
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var entity = entities[i];
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if (ContainerSystem.IsInSameOrTransparentContainer(player.Value, entity))
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continue;
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entities.RemoveSwap(i);
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}
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}
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// remove any invisible entities
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if ((visibility & MenuVisibility.Invisible) == 0)
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{
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var spriteQuery = GetEntityQuery<SpriteComponent>();
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var tagQuery = GetEntityQuery<TagComponent>();
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for (var i = entities.Count - 1; i >= 0; i--)
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{
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var entity = entities[i];
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if (!spriteQuery.TryGetComponent(entity, out var spriteComponent) ||
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!spriteComponent.Visible ||
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_tagSystem.HasTag(entity, "HideContextMenu", tagQuery))
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{
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entities.RemoveSwap(i);
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}
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}
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}
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// Remove any entities that do not have LOS
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if ((visibility & MenuVisibility.NoFov) == 0)
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{
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var xformQuery = GetEntityQuery<TransformComponent>();
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var playerPos = xformQuery.GetComponent(player.Value).MapPosition;
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for (var i = entities.Count - 1; i >= 0; i--)
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{
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var entity = entities[i];
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if (!ExamineSystemShared.InRangeUnOccluded(
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playerPos,
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xformQuery.GetComponent(entity).MapPosition,
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ExamineSystemShared.ExamineRange,
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null))
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{
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entities.RemoveSwap(i);
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}
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}
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}
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if (entities.Count == 0)
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return false;
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result = entities;
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return true;
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}
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/// <summary>
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/// Asks the server to send back a list of server-side verbs, for the given verb type.
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/// </summary>
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public SortedSet<Verb> GetVerbs(EntityUid target, EntityUid user, Type type, bool force = false)
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{
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return GetVerbs(target, user, new List<Type>() { type }, force);
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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(EntityUid target, EntityUid user, List<Type> verbTypes,
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bool force = false)
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{
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if (!target.IsClientSide())
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{
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RaiseNetworkEvent(new RequestServerVerbsEvent(target, verbTypes, adminRequest: force));
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}
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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 (!Exists(target))
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return new();
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return GetLocalVerbs(target, user, verbTypes, 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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var user = _playerManager.LocalPlayer?.ControlledEntity;
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if (user == null)
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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(verb.Message, user.Value);
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return;
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}
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if (verb.ClientExclusive)
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// is this a client exclusive (gui) verb?
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ExecuteVerb(verb, user.Value, 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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[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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