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

212 lines
7.6 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 TryExecuteVerbEvent : 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 TryExecuteVerbEvent(EntityUid target, Verb requestedVerb, VerbType type)
{
Target = target;
RequestedVerb = requestedVerb;
Type = type;
}
}
/// <summary>
/// Event used to toggle visibility of all context menu entities.
/// </summary>
[Serializable, NetSerializable]
public class SetSeeAllContextEvent : EntityEventArgs
{
public bool CanSeeAllContext = false;
}
/// <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) : base(user, target) { }
}
/// <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) : base(user, target) { }
}
/// <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) : base(user, target) { }
}
/// <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) : base(user, target) { }
}
/// <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(IEntity)"/> is true and the user
/// has hands.
/// </remarks>
public IEntity? Using;
public GetVerbsEvent(IEntity user, IEntity target)
{
User = user;
Target = target;
CanAccess = (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 = actionBlockerSystem.CanInteract(user);
if (!user.TryGetComponent(out Hands) ||
!actionBlockerSystem.CanUse(user))
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);
}
}
}
}