Files
tbd-station-14/Content.Shared/Verbs/VerbEvents.cs
Vera Aguilera Puerto 48f8dd2284 ActionBlocker CanInteract uses EntityUid exclusively
ActionBlockerSystem fully uses EntityUid now!
2021-11-09 15:05:49 +01:00

203 lines
7.5 KiB
C#

using System;
using System.Collections.Generic;
using Content.Shared.ActionBlocker;
using Content.Shared.Hands.Components;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.IoC;
using Content.Shared.Interaction;
namespace Content.Shared.Verbs
{
[Serializable, NetSerializable]
public class RequestServerVerbsEvent : EntityEventArgs
{
public readonly EntityUid EntityUid;
public readonly VerbType Type;
public RequestServerVerbsEvent(EntityUid entityUid, VerbType type)
{
EntityUid = entityUid;
Type = type;
}
}
[Serializable, NetSerializable]
public class VerbsResponseEvent : EntityEventArgs
{
public readonly Dictionary<VerbType, List<Verb>>? Verbs;
public readonly EntityUid Entity;
public VerbsResponseEvent(EntityUid entity, Dictionary<VerbType, SortedSet<Verb>>? verbs)
{
Entity = entity;
if (verbs == null)
return;
// Apparently SortedSet is not serlializable. Cast to List<Verb>.
Verbs = new();
foreach (var entry in verbs)
{
Verbs.Add(entry.Key, new List<Verb>(entry.Value));
}
}
}
[Serializable, NetSerializable]
public class ExecuteVerbEvent : EntityEventArgs
{
public readonly EntityUid Target;
public readonly Verb RequestedVerb;
/// <summary>
/// The type of verb to try execute. Avoids having to get a list of all verbs on the receiving end.
/// </summary>
public readonly VerbType Type;
public ExecuteVerbEvent(EntityUid target, Verb requestedVerb, VerbType type)
{
Target = target;
RequestedVerb = requestedVerb;
Type = type;
}
}
/// <summary>
/// Request primary interaction verbs. This includes both use-in-hand and interacting with external entities.
/// </summary>
/// <remarks>
/// These verbs those that involve using the hands or the currently held item on some entity. These verbs usually
/// correspond to interactions that can be triggered by left-clicking or using 'Z', and often depend on the
/// currently held item. These verbs are collectively shown first in the context menu.
/// </remarks>
public class GetInteractionVerbsEvent : GetVerbsEvent
{
public GetInteractionVerbsEvent(IEntity user, IEntity target, bool force=false) : base(user, target, force) { }
}
/// <summary>
/// Request activation verbs.
/// </summary>
/// <remarks>
/// These are verbs that activate an item in the world but are independent of the currently held items. For
/// example, opening a door or a GUI. These verbs should correspond to interactions that can be triggered by
/// using 'E', though many of those can also be triggered by left-mouse or 'Z' if there is no other interaction.
/// These verbs are collectively shown second in the context menu.
/// </remarks>
public class GetActivationVerbsEvent : GetVerbsEvent
{
public GetActivationVerbsEvent(IEntity user, IEntity target, bool force=false) : base(user, target, force) { }
}
/// <summary>
/// Request alternative-interaction verbs.
/// </summary>
/// <remarks>
/// When interacting with an entity via alt + left-click/E/Z the highest priority alt-interact verb is executed.
/// These verbs are collectively shown second-to-last in the context menu.
/// </remarks>
public class GetAlternativeVerbsEvent : GetVerbsEvent
{
public GetAlternativeVerbsEvent(IEntity user, IEntity target, bool force=false) : base(user, target, force) { }
}
/// <summary>
/// Request Miscellaneous verbs.
/// </summary>
/// <remarks>
/// Includes (nearly) global interactions like "examine", "pull", or "debug". These verbs are collectively shown
/// last in the context menu.
/// </remarks>
public class GetOtherVerbsEvent : GetVerbsEvent
{
public GetOtherVerbsEvent(IEntity user, IEntity target, bool force=false) : base(user, target, force) { }
}
/// <summary>
/// Directed event that requests verbs from any systems/components on a target entity.
/// </summary>
public class GetVerbsEvent : EntityEventArgs
{
/// <summary>
/// Event output. Set of verbs that can be executed.
/// </summary>
public SortedSet<Verb> Verbs = new();
/// <summary>
/// Can the user physically access the target?
/// </summary>
/// <remarks>
/// This is a combination of <see cref="ContainerHelpers.IsInSameOrParentContainer"/> and
/// <see cref="SharedInteractionSystem.InRangeUnobstructed"/>.
/// </remarks>
public bool CanAccess;
/// <summary>
/// The entity being targeted for the verb.
/// </summary>
public IEntity Target;
/// <summary>
/// The entity that will be "performing" the verb.
/// </summary>
public IEntity User;
/// <summary>
/// Can the user physically interact?
/// </summary>
/// <remarks>
/// This is a just a cached <see cref="ActionBlockerSystem.CanInteract"/> result. Given that many verbs need
/// to check this, it prevents it from having to be repeatedly called by each individual system that might
/// contribute a verb.
/// </remarks>
public bool CanInteract;
/// <summary>
/// The User's hand component.
/// </summary>
/// <remarks>
/// This may be null if the user has no hands.
/// </remarks>
public SharedHandsComponent? Hands;
/// <summary>
/// The entity currently being held by the active hand.
/// </summary>
/// <remarks>
/// This is only ever not null when <see cref="ActionBlockerSystem.CanUse(EntityUid)"/> is true and the user
/// has hands.
/// </remarks>
public IEntity? Using;
public GetVerbsEvent(IEntity user, IEntity target, bool force=false)
{
User = user;
Target = target;
CanAccess = force || (Target == User) || user.IsInSameOrParentContainer(target) &&
EntitySystem.Get<SharedInteractionSystem>().InRangeUnobstructed(user, target);
// A large number of verbs need to check action blockers. Instead of repeatedly having each system individually
// call ActionBlocker checks, just cache it for the verb request.
var actionBlockerSystem = EntitySystem.Get<ActionBlockerSystem>();
CanInteract = force || actionBlockerSystem.CanInteract(user.Uid);
if (!user.TryGetComponent(out Hands) ||
!actionBlockerSystem.CanUse(user.Uid))
return;
Hands.TryGetActiveHeldEntity(out Using);
// Check whether the "Held" entity is a virtual pull entity. If yes, set that as the entity being "Used".
// This allows you to do things like buckle a dragged person onto a surgery table, without click-dragging
// their sprite.
if (Using != null && Using.TryGetComponent<HandVirtualItemComponent>(out var pull))
{
Using = IoCManager.Resolve<IEntityManager>().GetEntity(pull.BlockingEntity);
}
}
}
}