Files
tbd-station-14/Content.Shared/Verbs/SharedVerbSystem.cs
Leon Friedrich 6cb58e608b ECS verbs and update context menu (#4594)
* Functioning ECS verbs

Currently only ID card console works.

* Changed verb types and allow ID card insertions

* Verb GUI sorting and verb networking

* More networking, and shared components

* Clientside verbs work now.

* Verb enums changed to bitmask flags

* Verb Categories redo

* Fix range check

* GasTank Verb

* Remove unnecessary bodypart verb

* Buckle Verb

* buckle & unbuckle verbs

* Updated range checks

* Item cabinet verbs

* Add range user override

* construction verb

* Chemistry machine verbs

* Climb Verb

* Generalise pulled entity verbs

* ViewVariables Verb

* rejuvenate, delete, sentient, control verbs

* Outfit verb

* inrangeunoccluded and tubedirection verbs

* attach-to verbs

* remove unused verbs and move VV

* Rename DebugVerbSystem

* Ghost role and pointing verbs

* Remove global verbs

* Allow verbs to raise events

* Changing categories and simplifying debug verbs

* Add rotate and flip verbs

* fix rejuvenate test

* redo context menu

* new Add Gas debug verb

* Add Set Temperature debug verb

* Uncuff verb

* Disposal unit verbs

* Add pickup verb

* lock/unlock verb

* Remove verb type, add specific verb events

* rename verb messages -> events

* Context menu displays verbs by interaction type

* Updated context menu HandleMove

previously, checked if entities moved 1 tile from click location.

Now checks if entities moved out of view.

Now you can actually right-click interact with yourself while walking!

* Misc Verb menu GUI changes

* Fix non-human/ghost verbs

* Update types and categories

* Allow non-ghost/human to open context menu

* configuration verb

* tagger verb

* Morgue Verbs

* Medical Scanner Verbs

* Fix solution refactor merge issues

* Fix context menu in-view check

* Remove prepare GUI

* Redo verb restrictions

* Fix context menu UI

* Disposal Verbs

* Spill verb

* Light verb

* Hand Held light verb

* power cell verbs

* storage verbs

and adding names to insert/eject

* Pulling verb

* Close context menu on verb execution

* Strip verb

* AmmoBox verb

* fix pull verb

* gun barrel verbs

revolver verb
energy weapon verbs
Bolt action verb

* Magazine gun barrel  verbs

* Add charger verbs

* PDA verbs

* Transfer amount verb

* Add reagent verb

* make alt-click use ECS verbs

* Delete old verb files

* Magboot verb

* finalising tweaks

* context menu visibility changes

* code cleanup

* Update AdminAddReagentUI.cs

* Remove HasFlag

* Consistent verb keys

* Remove Linq, add comment

* Fix in-inventory check

* Update GUI text alignment and padding

* Added close-menu option

* Changed some "interaction" verbs to "activation"

* Remove verb keys, use sorted sets

* fix master merge

* update some verb text

* Undo Changes

Remove some new verbs that can be added later

undid some .ftl bugfixes, can and should be done separately

* fix merge

* Undo file rename

* fix merge

* Misc Cleanup

* remove contraction

* Fix keybinding issue

* fix comment

* merge fix

* fix merge

* fix merge

* fix merge

* fix merge

* fix open-close verbs

* adjust uncuff verb

* fix merge

and undo the renaming of SharedPullableComponent to PullableComponent. I'm tired of all of those merge conflicts
2021-10-04 20:29:03 -07:00

150 lines
5.1 KiB
C#

using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Shared.Examine;
using Content.Shared.Interaction.Helpers;
using Content.Shared.Tag;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
namespace Content.Shared.Verbs
{
public class SharedVerbSystem : EntitySystem
{
[Dependency] private readonly IEntityLookup _lookup = default!;
/// <summary>
/// Get all of the entities in an area for displaying on the context menu.
/// </summary>
/// <param name="buffer">Whether we should slightly extend the entity search area.</param>
public bool TryGetContextEntities(IEntity player, MapCoordinates targetPos,
[NotNullWhen(true)] out List<IEntity>? contextEntities, bool buffer = false, bool ignoreVisibility = false)
{
contextEntities = null;
// Check if we have LOS to the clicked-location.
if (!ignoreVisibility && !player.InRangeUnOccluded(targetPos, range: ExamineSystemShared.ExamineRange))
return false;
// Get entities
var length = buffer ? 1.0f : 0.5f;
var entities = _lookup.GetEntitiesIntersecting(
targetPos.MapId,
Box2.CenteredAround(targetPos.Position, (length, length)))
.ToList();
if (entities.Count == 0) return false;
if (ignoreVisibility)
{
contextEntities = entities;
return true;
}
// perform visibility checks
var playerPos = player.Transform.MapPosition;
foreach (var entity in entities.ToList())
{
if (entity.HasTag("HideContextMenu"))
{
entities.Remove(entity);
continue;
}
if (!ExamineSystemShared.InRangeUnOccluded(
playerPos,
entity.Transform.MapPosition,
ExamineSystemShared.ExamineRange,
null) )
{
entities.Remove(entity);
}
}
if (entities.Count == 0)
return false;
contextEntities = entities;
return true;
}
/// <summary>
/// Raises a number of events in order to get all verbs of the given type(s)
/// </summary>
public Dictionary<VerbType, SortedSet<Verb>> GetVerbs(IEntity target, IEntity user, VerbType verbTypes)
{
Dictionary<VerbType, SortedSet<Verb>> verbs = new();
if ((verbTypes & VerbType.Interaction) == VerbType.Interaction)
{
GetInteractionVerbsEvent getVerbEvent = new(user, target);
RaiseLocalEvent(target.Uid, getVerbEvent);
verbs.Add(VerbType.Interaction, getVerbEvent.Verbs);
}
if ((verbTypes & VerbType.Activation) == VerbType.Activation)
{
GetActivationVerbsEvent getVerbEvent = new(user, target);
RaiseLocalEvent(target.Uid, getVerbEvent);
verbs.Add(VerbType.Activation, getVerbEvent.Verbs);
}
if ((verbTypes & VerbType.Alternative) == VerbType.Alternative)
{
GetAlternativeVerbsEvent getVerbEvent = new(user, target);
RaiseLocalEvent(target.Uid, getVerbEvent);
verbs.Add(VerbType.Alternative, getVerbEvent.Verbs);
}
if ((verbTypes & VerbType.Other) == VerbType.Other)
{
GetOtherVerbsEvent getVerbEvent = new(user, target);
RaiseLocalEvent(target.Uid, getVerbEvent);
verbs.Add(VerbType.Other, getVerbEvent.Verbs);
}
return verbs;
}
/// <summary>
/// Execute actions associated with the given verb.
/// </summary>
/// <remarks>
/// This will try to call delegates and raise any events for the given verb.
/// </remarks>
public bool TryExecuteVerb(Verb verb)
{
var executed = false;
// Maybe run a delegate
if (verb.Act != null)
{
executed = true;
verb.Act.Invoke();
}
// Maybe raise a local event
if (verb.LocalVerbEventArgs != null)
{
executed = true;
if (verb.LocalEventTarget.IsValid())
RaiseLocalEvent(verb.LocalEventTarget, verb.LocalVerbEventArgs);
else
RaiseLocalEvent(verb.LocalVerbEventArgs);
}
// maybe raise a network event
if (verb.NetworkVerbEventArgs != null)
{
executed = true;
RaiseNetworkEvent(verb.NetworkVerbEventArgs);
}
// return false if all of these were null
return executed;
}
}
}