Files
tbd-station-14/Content.Server/Verbs/VerbSystem.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

138 lines
5.1 KiB
C#

using System.Collections.Generic;
using Content.Shared.GameTicking;
using Content.Shared.Verbs;
using Robust.Server.Player;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
namespace Content.Server.Verbs
{
public sealed class VerbSystem : SharedVerbSystem
{
[Dependency] private readonly IPlayerManager _playerManager = default!;
/// <summary>
/// List of players that can see all entities on the context menu, ignoring normal visibility rules.
/// </summary>
public readonly HashSet<IPlayerSession> SeeAllContextPlayers = new();
public override void Initialize()
{
base.Initialize();
IoCManager.InjectDependencies(this);
SubscribeLocalEvent<RoundRestartCleanupEvent>(Reset);
SubscribeNetworkEvent<RequestServerVerbsEvent>(HandleVerbRequest);
SubscribeNetworkEvent<TryExecuteVerbEvent>(HandleTryExecuteVerb);
_playerManager.PlayerStatusChanged += PlayerStatusChanged;
}
public override void Shutdown()
{
base.Shutdown();
_playerManager.PlayerStatusChanged -= PlayerStatusChanged;
}
private void PlayerStatusChanged(object? sender, SessionStatusEventArgs args)
{
if (args.NewStatus == SessionStatus.Disconnected)
{
SeeAllContextPlayers.Remove(args.Session);
}
}
public void Reset(RoundRestartCleanupEvent ev)
{
SeeAllContextPlayers.Clear();
}
public void ToggleSeeAllContext(IPlayerSession player)
{
if (!SeeAllContextPlayers.Add(player))
{
SeeAllContextPlayers.Remove(player);
}
SetSeeAllContextEvent args = new() { CanSeeAllContext = SeeAllContextPlayers.Contains(player) };
RaiseNetworkEvent(args, player.ConnectedClient);
}
/// <summary>
/// Called when asked over the network to run a given verb.
/// </summary>
public void HandleTryExecuteVerb(TryExecuteVerbEvent args, EntitySessionEventArgs eventArgs)
{
var session = eventArgs.SenderSession;
var userEntity = session.AttachedEntity;
if (userEntity == null)
{
Logger.Warning($"{nameof(HandleTryExecuteVerb)} called by player {session} with no attached entity.");
return;
}
if (!EntityManager.TryGetEntity(args.Target, out var targetEntity))
{
return;
}
// Get the list of verbs. This effectively also checks that the requested verb is in fact a valid verb that
// the user can perform. In principle, this might waste time checking & preparing unrelated verbs even
// though we know precisely which one we want. However, MOST entities will only have 1 or 2 verbs of a given
// type. The one exception here is the "other" verb type, which has 3-4 verbs + all the debug verbs. So maybe
// the debug verbs should be made a separate type?
var verbs = GetVerbs(targetEntity, userEntity, args.Type)[args.Type];
// Find the requested verb.
if (verbs.TryGetValue(args.RequestedVerb, out var verb))
TryExecuteVerb(verb);
else
// 404 Verb not found
Logger.Warning($"{nameof(HandleTryExecuteVerb)} called by player {session} with an invalid verb: {args.RequestedVerb.Category?.Text} {args.RequestedVerb.Text}");
}
private void HandleVerbRequest(RequestServerVerbsEvent args, EntitySessionEventArgs eventArgs)
{
var player = (IPlayerSession) eventArgs.SenderSession;
if (!EntityManager.TryGetEntity(args.EntityUid, out var target))
{
Logger.Warning($"{nameof(HandleVerbRequest)} called on a non-existent entity with id {args.EntityUid} by player {player}.");
return;
}
var user = player.AttachedEntity;
if (user == null)
{
Logger.Warning($"{nameof(HandleVerbRequest)} called by player {player} with no attached entity.");
return;
}
// Validate input (check that the user can see the entity)
TryGetContextEntities(user,
target.Transform.MapPosition,
out var entities,
buffer: true,
ignoreVisibility: SeeAllContextPlayers.Contains(player));
VerbsResponseEvent response;
if (entities != null && entities.Contains(target))
{
response = new(args.EntityUid, GetVerbs(target, user, args.Type));
}
else
{
// Don't leave the client hanging on "Waiting for server....", send empty response.
response = new(args.EntityUid, null);
}
RaiseNetworkEvent(response, player.ConnectedClient);
}
}
}