* XAML verb menu * fix ghost FOV * spacing * rename missed "ContextMenu"->"EntityMenu" instances * move visibility checks to verb system * update comment * Remove CanSeeContainerCheck * use ScrollContainer measure option * MaxWidth / texxt line wrapping * verb category default Now when you click on a verb category, it should default to running the first member of that category. This makes it much more convenient to eject/insert when there is only a single option * only apply style to first verb category entry * Use new visibility flags * FoV -> Fov * Revert "only apply style to first verb category entry" This reverts commit 9a6a17dba600e3ae0421caed59fcab145c260c99. * make all entity menu visibility checks clientside * Fix empty unbuckle category * fix merge
122 lines
4.4 KiB
C#
122 lines
4.4 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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namespace Content.Client.ContextMenu.UI
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{
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public sealed partial class EntityMenuPresenter : ContextMenuPresenter
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{
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public const int GroupingTypesCount = 2;
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private int GroupingContextMenuType { get; set; }
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public void OnGroupingChanged(int obj)
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{
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Close();
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GroupingContextMenuType = obj;
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}
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private List<List<IEntity>> GroupEntities(IEnumerable<IEntity> entities, int depth = 0)
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{
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if (GroupingContextMenuType == 0)
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{
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var newEntities = entities.GroupBy(e => e, new PrototypeContextMenuComparer()).ToList();
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return newEntities.Select(grp => grp.ToList()).ToList();
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}
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else
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{
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var newEntities = entities.GroupBy(e => e, new PrototypeAndStatesContextMenuComparer(depth)).ToList();
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return newEntities.Select(grp => grp.ToList()).ToList();
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}
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}
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private sealed class PrototypeAndStatesContextMenuComparer : IEqualityComparer<IEntity>
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{
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private static readonly List<Func<IEntity, IEntity, bool>> EqualsList = new()
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{
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(a, b) => a.Prototype!.ID == b.Prototype!.ID,
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(a, b) =>
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{
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var xStates = a.GetComponent<ISpriteComponent>().AllLayers.Where(e => e.Visible).Select(s => s.RsiState.Name);
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var yStates = b.GetComponent<ISpriteComponent>().AllLayers.Where(e => e.Visible).Select(s => s.RsiState.Name);
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return xStates.OrderBy(t => t).SequenceEqual(yStates.OrderBy(t => t));
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},
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};
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private static readonly List<Func<IEntity, int>> GetHashCodeList = new()
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{
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e => EqualityComparer<string>.Default.GetHashCode(e.Prototype!.ID),
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e =>
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{
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var hash = 0;
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foreach (var element in e.GetComponent<ISpriteComponent>().AllLayers.Where(obj => obj.Visible).Select(s => s.RsiState.Name))
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{
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hash ^= EqualityComparer<string>.Default.GetHashCode(element!);
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}
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return hash;
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},
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};
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private static int Count => EqualsList.Count - 1;
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private readonly int _depth;
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public PrototypeAndStatesContextMenuComparer(int step = 0)
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{
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_depth = step > Count ? Count : step;
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}
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public bool Equals(IEntity? x, IEntity? y)
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{
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if (x == null)
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{
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return y == null;
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}
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return y != null && EqualsList[_depth](x, y);
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}
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public int GetHashCode(IEntity e)
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{
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return GetHashCodeList[_depth](e);
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}
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}
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private sealed class PrototypeContextMenuComparer : IEqualityComparer<IEntity>
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{
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public bool Equals(IEntity? x, IEntity? y)
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{
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if (x == null)
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{
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return y == null;
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}
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if (y != null)
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{
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if (x.Prototype?.ID == y.Prototype?.ID)
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{
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var xStates = x.GetComponent<ISpriteComponent>().AllLayers.Where(e => e.Visible).Select(s => s.RsiState.Name);
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var yStates = y.GetComponent<ISpriteComponent>().AllLayers.Where(e => e.Visible).Select(s => s.RsiState.Name);
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return xStates.OrderBy(t => t).SequenceEqual(yStates.OrderBy(t => t));
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}
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}
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return false;
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}
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public int GetHashCode(IEntity e)
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{
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var hash = EqualityComparer<string>.Default.GetHashCode(e.Prototype?.ID!);
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if (e.TryGetComponent<ISpriteComponent>(out var sprite))
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{
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foreach (var element in sprite.AllLayers.Where(obj => obj.Visible).Select(s => s.RsiState.Name))
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{
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hash ^= EqualityComparer<string>.Default.GetHashCode(element!);
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}
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}
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return hash;
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}
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}
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}
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}
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