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