* XAML PlayerTab entries * Move command execution to PlayerTab * Move command logic to the AdminSystem * Clean up * Add examine and context menu keybind handling to PlayerTab * Fix remote admin verbs * Remove examine for now * Add server verbs * Fix requests of verb by non-admins * Clean up AdminSystem.Menu
123 lines
5.4 KiB
C#
123 lines
5.4 KiB
C#
using System.Collections.Generic;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Hands.Components;
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using Content.Shared.Interaction;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Shared.Verbs
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{
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public abstract class SharedVerbSystem : EntitySystem
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{
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[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeAllEvent<ExecuteVerbEvent>(HandleExecuteVerb);
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}
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private void HandleExecuteVerb(ExecuteVerbEvent args, EntitySessionEventArgs eventArgs)
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{
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var user = eventArgs.SenderSession.AttachedEntity;
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if (user == null)
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return;
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// Get the list of verbs. This effectively also checks that the requested verb is in fact a valid verb that
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// the user can perform.
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var verbs = GetLocalVerbs(args.Target, user.Value, args.Type)[args.Type];
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// Note that GetLocalVerbs might waste time checking & preparing unrelated verbs even though we know
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// precisely which one we want to run. However, MOST entities will only have 1 or 2 verbs of a given type.
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// The one exception here is the "other" verb type, which has 3-4 verbs + all the debug verbs.
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// Find the requested verb.
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if (verbs.TryGetValue(args.RequestedVerb, out var verb))
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ExecuteVerb(verb, user.Value, args.Target);
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}
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/// <summary>
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/// Raises a number of events in order to get all verbs of the given type(s) defined in local systems. This
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/// does not request verbs from the server.
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/// </summary>
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public virtual Dictionary<VerbType, SortedSet<Verb>> GetLocalVerbs(EntityUid target, EntityUid user, VerbType verbTypes, bool force = false)
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{
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Dictionary<VerbType, SortedSet<Verb>> verbs = new();
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// accessibility checks
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bool canAccess = false;
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if (force || target == user)
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canAccess = true;
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else if (EntityManager.EntityExists(target) && _interactionSystem.InRangeUnobstructed(user, target, ignoreInsideBlocker: true))
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{
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if (user.IsInSameOrParentContainer(target))
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canAccess = true;
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else
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// the item might be in a backpack that the user has open
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canAccess = _interactionSystem.CanAccessViaStorage(user, target);
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}
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// A large number of verbs need to check action blockers. Instead of repeatedly having each system individually
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// call ActionBlocker checks, just cache it for the verb request.
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var canInteract = force || _actionBlockerSystem.CanInteract(user);
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EntityUid? @using = null;
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if (TryComp(user, out SharedHandsComponent? hands) && (force || _actionBlockerSystem.CanUse(user)))
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{
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// TODO Hands remove nullable (#5634)
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hands.TryGetActiveHeldEntity(out var nonNullableUsing);
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@using = nonNullableUsing;
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// Check whether the "Held" entity is a virtual pull entity. If yes, set that as the entity being "Used".
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// This allows you to do things like buckle a dragged person onto a surgery table, without click-dragging
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// their sprite.
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if (@using != null && TryComp(@using, out HandVirtualItemComponent? pull))
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{
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@using = pull.BlockingEntity;
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}
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}
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if ((verbTypes & VerbType.Interaction) == VerbType.Interaction)
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{
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GetInteractionVerbsEvent getVerbEvent = new(user, target, @using, hands, canInteract, canAccess);
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RaiseLocalEvent(target, getVerbEvent);
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verbs.Add(VerbType.Interaction, getVerbEvent.Verbs);
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}
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if ((verbTypes & VerbType.Activation) == VerbType.Activation)
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{
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GetActivationVerbsEvent getVerbEvent = new(user, target, @using, hands, canInteract, canAccess);
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RaiseLocalEvent(target, getVerbEvent);
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verbs.Add(VerbType.Activation, getVerbEvent.Verbs);
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}
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if ((verbTypes & VerbType.Alternative) == VerbType.Alternative)
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{
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GetAlternativeVerbsEvent getVerbEvent = new(user, target, @using, hands, canInteract, canAccess);
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RaiseLocalEvent(target, getVerbEvent);
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verbs.Add(VerbType.Alternative, getVerbEvent.Verbs);
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}
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if ((verbTypes & VerbType.Other) == VerbType.Other)
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{
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GetOtherVerbsEvent getVerbEvent = new(user, target, @using, hands, canInteract, canAccess);
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RaiseLocalEvent(target, getVerbEvent);
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verbs.Add(VerbType.Other, getVerbEvent.Verbs);
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}
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return verbs;
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}
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/// <summary>
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/// Execute the provided verb.
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/// </summary>
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/// <remarks>
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/// This will try to call the action delegates and raise the local events for the given verb.
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/// </remarks>
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public abstract void ExecuteVerb(Verb verb, EntityUid user, EntityUid target, bool forced = false);
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}
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}
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