Files
tbd-station-14/Content.Shared/Verbs/Verb.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

167 lines
6.4 KiB
C#

using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
using System;
namespace Content.Shared.Verbs
{
[Flags]
public enum VerbType
{
Interaction = 1,
Activation = 2,
Alternative = 4,
Other = 8,
All = 1+2+4+8
}
/// <summary>
/// Verb objects describe actions that a user can take. The actions can be specified via an Action, local
/// events, or networked events. Verbs also provide text, icons, and categories for displaying in the
/// context-menu.
/// </summary>
[Serializable, NetSerializable]
public sealed class Verb : IComparable
{
/// <summary>
/// This is an action that will be run when the verb is "acted" out.
/// </summary>
/// <remarks>
/// This delegate probably just points to some function in the system assembling this verb. This delegate
/// will be run regardless of whether <see cref="LocalVerbEventArgs"/> or <see cref="NetworkVerbEventArgs"/>
/// are defined.
/// </remarks>
[NonSerialized]
public Action? Act;
/// <summary>
/// This is local event that will be raised when the verb is executed.
/// </summary>
/// <remarks>
/// This event will be raised regardless of whether <see cref="NetworkVerbEventArgs"/> or <see cref="Act"/>
/// are defined.
/// </remarks>
[NonSerialized]
public object? LocalVerbEventArgs;
/// <summary>
/// Where do direct the local event.
/// </summary>
[NonSerialized]
public EntityUid LocalEventTarget = EntityUid.Invalid;
/// <summary>
/// This is networked event that will be raised when the verb is executed.
/// </summary>
/// <remarks>
/// This event will be raised regardless of whether <see cref="LocalVerbEventArgs"/> or <see cref="Act"/>
/// are defined.
/// </remarks>
[NonSerialized]
public EntityEventArgs? NetworkVerbEventArgs;
/// <summary>
/// The text that the user sees on the verb button.
/// </summary>
public string Text = string.Empty;
/// <summary>
/// Sprite of the icon that the user sees on the verb button.
/// </summary>
public SpriteSpecifier? Icon
{
get => _icon ??=
IconTexture == null ? null : new SpriteSpecifier.Texture(new ResourcePath(IconTexture));
set => _icon = value;
}
private SpriteSpecifier? _icon;
/// <summary>
/// Name of the category this button is under. Used to group verbs in the context menu.
/// </summary>
public VerbCategory? Category;
/// <summary>
/// Whether this verb is disabled.
/// </summary>
/// <remarks>
/// Disabled verbs are shown in the context menu with a slightly darker background color, and cannot be
/// executed. It is recommended that a <see cref="Tooltip"/> message be provided outlining why this verb is
/// disabled.
/// </remarks>
public bool Disabled;
/// <summary>
/// Optional tooltip to show when hovering over this verb.
/// </summary>
/// <remarks>
/// Useful for disabled verbs as a replacement for informative pop-up messages.
/// </remarks>
public string? Tooltip;
/// <summary>
/// Determines the priority of the verb. This affects both how the verb is displayed in the context menu
/// GUI, and which verb is actually executed when left/alt clicking.
/// </summary>
/// <remarks>
/// Bigger is higher priority (appears first, gets executed preferentially).
/// </remarks>
public int Priority;
/// <summary>
/// Raw texture path used to load the <see cref="Icon"/>.
/// </summary>
public string? IconTexture;
/// <summary>
/// Whether or not to close the context menu after using it to run this verb.
/// </summary>
/// <remarks>
/// Setting this to false may be useful for repeatable actions, like rotating an object or maybe knocking on
/// a window.
/// </remarks>
public bool CloseMenu = true;
/// <summary>
/// Compares two verbs based on their <see cref="Priority"/>, <see cref="Category"/>, <see cref="Text"/>,
/// and <see cref="IconTexture"/>.
/// </summary>
/// <remarks>
/// <para>
/// This is comparison is used when storing verbs in a SortedSet. The ordering of verbs determines both how
/// the verbs are displayed in the context menu, and the order in which alternative action verbs are
/// executed when alt-clicking.
/// </para>
/// <para>
/// If two verbs are equal according to this comparison, they cannot both be added to the same sorted set of
/// verbs. This is desirable, given that these verbs would also appear identical in the context menu.
/// Distinct verbs should always have a unique and descriptive combination of text, icon, and category.
/// </para>
/// </remarks>
public int CompareTo(object? obj)
{
if (obj is not Verb otherVerb)
return -1;
// Sort first by priority
if (Priority != otherVerb.Priority)
return otherVerb.Priority - Priority;
// Then try use alphabetical verb categories. Uncategorized verbs always appear first.
if (Category?.Text != otherVerb.Category?.Text)
{
return string.Compare(Category?.Text, otherVerb.Category?.Text, StringComparison.CurrentCulture);
}
// Then try use alphabetical verb text.
if (Text != otherVerb.Text)
{
return string.Compare(Text, otherVerb.Text, StringComparison.CurrentCulture);
}
// Finally, compare icon texture paths. Note that this matters for verbs that don't have any text (e.g., the rotate-verbs)
return string.Compare(IconTexture, otherVerb.IconTexture, StringComparison.CurrentCulture);
}
}
}