265 lines
8.5 KiB
C#
265 lines
8.5 KiB
C#
using Content.Server.Administration.Managers;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Ghost;
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using Content.Shared.Hands;
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using Content.Shared.Hands.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Popups;
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using Content.Shared.UserInterface;
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using Content.Shared.Verbs;
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using Robust.Server.GameObjects;
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using Robust.Shared.Player;
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namespace Content.Server.UserInterface;
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public sealed partial class ActivatableUISystem : EntitySystem
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{
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[Dependency] private readonly IAdminManager _adminManager = default!;
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[Dependency] private readonly ActionBlockerSystem _blockerSystem = default!;
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[Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ActivatableUIComponent, ActivateInWorldEvent>(OnActivate);
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SubscribeLocalEvent<ActivatableUIComponent, UseInHandEvent>(OnUseInHand);
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SubscribeLocalEvent<ActivatableUIComponent, HandDeselectedEvent>(OnHandDeselected);
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SubscribeLocalEvent<ActivatableUIComponent, GotUnequippedHandEvent>((uid, aui, _) => CloseAll(uid, aui));
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// *THIS IS A BLATANT WORKAROUND!* RATIONALE: Microwaves need it
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SubscribeLocalEvent<ActivatableUIComponent, EntParentChangedMessage>(OnParentChanged);
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SubscribeLocalEvent<ActivatableUIComponent, BoundUIClosedEvent>(OnUIClose);
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SubscribeLocalEvent<BoundUserInterfaceMessageAttempt>(OnBoundInterfaceInteractAttempt);
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SubscribeLocalEvent<ActivatableUIComponent, GetVerbsEvent<ActivationVerb>>(AddOpenUiVerb);
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SubscribeLocalEvent<UserInterfaceComponent, OpenUiActionEvent>(OnActionPerform);
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InitializePower();
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}
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private void OnBoundInterfaceInteractAttempt(BoundUserInterfaceMessageAttempt ev)
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{
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if (!TryComp(ev.Target, out ActivatableUIComponent? comp))
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return;
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if (!comp.RequireHands)
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return;
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if (!TryComp(ev.Sender.AttachedEntity, out HandsComponent? hands) || hands.Hands.Count == 0)
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ev.Cancel();
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}
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private void OnActionPerform(EntityUid uid, UserInterfaceComponent component, OpenUiActionEvent args)
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{
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if (args.Handled || args.Key == null)
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return;
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if (!TryComp(args.Performer, out ActorComponent? actor))
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return;
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args.Handled = _uiSystem.TryToggleUi(uid, args.Key, actor.PlayerSession);
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}
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private void AddOpenUiVerb(EntityUid uid, ActivatableUIComponent component, GetVerbsEvent<ActivationVerb> args)
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{
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if (!args.CanAccess)
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return;
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if (component.RequireHands && args.Hands == null)
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return;
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if (component.InHandsOnly && args.Using != uid)
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return;
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if (!args.CanInteract && (!component.AllowSpectator || !HasComp<GhostComponent>(args.User)))
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return;
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ActivationVerb verb = new();
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verb.Act = () => InteractUI(args.User, uid, component);
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verb.Text = Loc.GetString(component.VerbText);
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// TODO VERBS add "open UI" icon?
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args.Verbs.Add(verb);
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}
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private void OnActivate(EntityUid uid, ActivatableUIComponent component, ActivateInWorldEvent args)
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{
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if (args.Handled)
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return;
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if (component.InHandsOnly)
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return;
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args.Handled = InteractUI(args.User, uid, component);
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}
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private void OnUseInHand(EntityUid uid, ActivatableUIComponent component, UseInHandEvent args)
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{
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if (args.Handled)
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return;
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if (component.rightClickOnly)
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return;
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args.Handled = InteractUI(args.User, uid, component);
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}
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private void OnParentChanged(EntityUid uid, ActivatableUIComponent aui, ref EntParentChangedMessage args)
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{
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CloseAll(uid, aui);
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}
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private void OnUIClose(EntityUid uid, ActivatableUIComponent component, BoundUIClosedEvent args)
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{
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if (args.Session != component.CurrentSingleUser)
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return;
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if (!Equals(args.UiKey, component.Key))
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return;
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SetCurrentSingleUser(uid, null, component);
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}
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private bool InteractUI(EntityUid user, EntityUid uiEntity, ActivatableUIComponent aui)
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{
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if (!_blockerSystem.CanInteract(user, uiEntity) && (!aui.AllowSpectator || !HasComp<GhostComponent>(user)))
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return false;
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if (aui.RequireHands && !HasComp<HandsComponent>(user))
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return false;
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if (!EntityManager.TryGetComponent(user, out ActorComponent? actor))
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return false;
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if (aui.AdminOnly && !_adminManager.IsAdmin(actor.PlayerSession))
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return false;
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if (aui.Key == null)
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return false;
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if (!_uiSystem.TryGetUi(uiEntity, aui.Key, out var ui))
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return false;
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if (aui.SingleUser && (aui.CurrentSingleUser != null) && (actor.PlayerSession != aui.CurrentSingleUser))
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{
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string message = Loc.GetString("machine-already-in-use", ("machine", uiEntity));
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_popupSystem.PopupEntity(message, uiEntity, user);
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// If we get here, supposedly, the object is in use.
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// Check with BUI that it's ACTUALLY in use just in case.
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// Since this could brick the object if it goes wrong.
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if (ui.SubscribedSessions.Count != 0)
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return false;
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}
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// If we've gotten this far, fire a cancellable event that indicates someone is about to activate this.
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// This is so that stuff can require further conditions (like power).
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var oae = new ActivatableUIOpenAttemptEvent(user);
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var uae = new UserOpenActivatableUIAttemptEvent(user, uiEntity);
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RaiseLocalEvent(user, uae);
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RaiseLocalEvent(uiEntity, oae);
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if (oae.Cancelled || uae.Cancelled)
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return false;
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// Give the UI an opportunity to prepare itself if it needs to do anything
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// before opening
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var bae = new BeforeActivatableUIOpenEvent(user);
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RaiseLocalEvent(uiEntity, bae);
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SetCurrentSingleUser(uiEntity, actor.PlayerSession, aui);
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_uiSystem.ToggleUi(ui, actor.PlayerSession);
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//Let the component know a user opened it so it can do whatever it needs to do
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var aae = new AfterActivatableUIOpenEvent(user, actor.PlayerSession);
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RaiseLocalEvent(uiEntity, aae);
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return true;
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}
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public void SetCurrentSingleUser(EntityUid uid, ICommonSession? v, ActivatableUIComponent? aui = null)
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{
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if (!Resolve(uid, ref aui))
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return;
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if (!aui.SingleUser)
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return;
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aui.CurrentSingleUser = v;
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RaiseLocalEvent(uid, new ActivatableUIPlayerChangedEvent());
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}
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public void CloseAll(EntityUid uid, ActivatableUIComponent? aui = null)
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{
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if (!Resolve(uid, ref aui, false))
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return;
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if (aui.Key == null || !_uiSystem.TryGetUi(uid, aui.Key, out var ui))
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return;
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_uiSystem.CloseAll(ui);
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}
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private void OnHandDeselected(EntityUid uid, ActivatableUIComponent? aui, HandDeselectedEvent args)
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{
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if (!Resolve(uid, ref aui, false))
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return;
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if (!aui.CloseOnHandDeselect)
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return;
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CloseAll(uid, aui);
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}
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}
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public sealed class ActivatableUIOpenAttemptEvent : CancellableEntityEventArgs
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{
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public EntityUid User { get; }
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public ActivatableUIOpenAttemptEvent(EntityUid who)
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{
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User = who;
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}
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}
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public sealed class UserOpenActivatableUIAttemptEvent : CancellableEntityEventArgs //have to one-up the already stroke-inducing name
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{
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public EntityUid User { get; }
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public EntityUid Target { get; }
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public UserOpenActivatableUIAttemptEvent(EntityUid who, EntityUid target)
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{
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User = who;
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Target = target;
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}
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}
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public sealed class AfterActivatableUIOpenEvent : EntityEventArgs
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{
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public EntityUid User { get; }
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public readonly ICommonSession Session;
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public AfterActivatableUIOpenEvent(EntityUid who, ICommonSession session)
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{
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User = who;
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Session = session;
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}
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}
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/// <summary>
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/// This is after it's decided the user can open the UI,
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/// but before the UI actually opens.
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/// Use this if you need to prepare the UI itself
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/// </summary>
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public sealed class BeforeActivatableUIOpenEvent : EntityEventArgs
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{
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public EntityUid User { get; }
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public BeforeActivatableUIOpenEvent(EntityUid who)
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{
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User = who;
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}
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}
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public sealed class ActivatableUIPlayerChangedEvent : EntityEventArgs
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{
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}
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