* 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
82 lines
3.5 KiB
C#
82 lines
3.5 KiB
C#
using Content.Shared.Verbs;
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using Robust.Server.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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namespace Content.Server.Verbs
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{
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public sealed class VerbSystem : SharedVerbSystem
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{
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeNetworkEvent<RequestServerVerbsEvent>(HandleVerbRequest);
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SubscribeNetworkEvent<ExecuteVerbEvent>(HandleTryExecuteVerb);
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}
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/// <summary>
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/// Called when asked over the network to run a given verb.
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/// </summary>
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public void HandleTryExecuteVerb(ExecuteVerbEvent args, EntitySessionEventArgs eventArgs)
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{
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var session = eventArgs.SenderSession;
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var userEntity = session.AttachedEntity;
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if (userEntity == null)
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{
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Logger.Warning($"{nameof(HandleTryExecuteVerb)} called by player {session} with no attached entity.");
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return;
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}
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if (!EntityManager.TryGetEntity(args.Target, out var targetEntity))
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{
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return;
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}
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// Get the list of verbs. This effectively also checks that the requested verb is in fact a valid verb that
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// the user can perform.
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var verbs = GetLocalVerbs(targetEntity, userEntity, args.Type)[args.Type];
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// Note that GetLocalVerbs might waste time checking & preparing unrelated verbs even though we know
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// precisely which one we want to run. However, MOST entities will only have 1 or 2 verbs of a given type.
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// The one exception here is the "other" verb type, which has 3-4 verbs + all the debug verbs.
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// Find the requested verb.
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if (verbs.TryGetValue(args.RequestedVerb, out var verb))
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ExecuteVerb(verb);
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else
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// 404 Verb not found. Note that this could happen due to something as simple as opening the verb menu, walking away, then trying
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// to run the pickup-item verb. So maybe this shouldn't even be logged?
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Logger.Info($"{nameof(HandleTryExecuteVerb)} called by player {session} with an invalid verb: {args.RequestedVerb.Category?.Text} {args.RequestedVerb.Text}");
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}
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private void HandleVerbRequest(RequestServerVerbsEvent args, EntitySessionEventArgs eventArgs)
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{
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var player = (IPlayerSession) eventArgs.SenderSession;
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if (!EntityManager.TryGetEntity(args.EntityUid, out var target))
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{
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Logger.Warning($"{nameof(HandleVerbRequest)} called on a non-existent entity with id {args.EntityUid} by player {player}.");
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return;
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}
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if (player.AttachedEntity == null)
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{
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Logger.Warning($"{nameof(HandleVerbRequest)} called by player {player} with no attached entity.");
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return;
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}
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// We do not verify that the user has access to the requested entity. The individual verbs should check
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// this, and some verbs (e.g. view variables) won't even care about whether an entity is accessible through
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// the entity menu or not.
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var response = new VerbsResponseEvent(args.EntityUid, GetLocalVerbs(target, player.AttachedEntity, args.Type));
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RaiseNetworkEvent(response, player.ConnectedClient);
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}
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}
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}
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