Files
wwdpublic/Content.Client/Verbs/VerbSystem.cs
sleepyyapril 885ee5a831 Wizmerge for Station AI (#1351)
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# Description

the adding AI is now up to y'all because i'm not touching loadout code
for name datasets, but it shouldn't be too bad from here

---------

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(cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
2025-01-14 00:13:42 +03:00

244 lines
8.7 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Client.Examine;
using Content.Client.Gameplay;
using Content.Client.Popups;
using Content.Shared.Examine;
using Content.Shared.Tag;
using Content.Shared.Verbs;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Client.State;
using Robust.Shared.Map;
using Robust.Shared.Utility;
namespace Content.Client.Verbs
{
[UsedImplicitly]
public sealed class VerbSystem : SharedVerbSystem
{
[Dependency] private readonly PopupSystem _popupSystem = default!;
[Dependency] private readonly ExamineSystem _examine = default!;
[Dependency] private readonly TagSystem _tagSystem = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly IStateManager _stateManager = default!;
[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
/// <summary>
/// When a user right clicks somewhere, how large is the box we use to get entities for the context menu?
/// </summary>
public const float EntityMenuLookupSize = 0.25f;
[Dependency] private readonly IEyeManager _eyeManager = default!;
/// <summary>
/// These flags determine what entities the user can see on the context menu.
/// </summary>
public MenuVisibility Visibility;
public Action<VerbsResponseEvent>? OnVerbsResponse;
public override void Initialize()
{
base.Initialize();
SubscribeNetworkEvent<VerbsResponseEvent>(HandleVerbResponse);
}
/// <summary>
/// Get all of the entities in an area for displaying on the context menu.
/// </summary>
public bool TryGetEntityMenuEntities(MapCoordinates targetPos, [NotNullWhen(true)] out List<EntityUid>? result)
{
result = null;
if (_stateManager.CurrentState is not GameplayStateBase gameScreenBase)
return false;
var player = _playerManager.LocalEntity;
if (player == null)
return false;
// If FOV drawing is disabled, we will modify the visibility option to ignore visiblity checks.
var visibility = _eyeManager.CurrentEye.DrawFov
? Visibility
: Visibility | MenuVisibility.NoFov;
// Get entities
List<EntityUid> entities;
// Do we have to do FoV checks?
if ((visibility & MenuVisibility.NoFov) == 0)
{
var entitiesUnderMouse = gameScreenBase.GetClickableEntities(targetPos).ToHashSet();
bool Predicate(EntityUid e) => e == player || entitiesUnderMouse.Contains(e);
// first check the general location.
if (!_examine.CanExamine(player.Value, targetPos, Predicate))
return false;
TryComp(player.Value, out ExaminerComponent? examiner);
// Then check every entity
entities = new();
foreach (var ent in _entityLookup.GetEntitiesInRange(targetPos, EntityMenuLookupSize))
{
if (_examine.CanExamine(player.Value, targetPos, Predicate, ent, examiner))
entities.Add(ent);
}
}
else
{
entities = _entityLookup.GetEntitiesInRange(targetPos, EntityMenuLookupSize).ToList();
}
if (entities.Count == 0)
return false;
if (visibility == MenuVisibility.All)
{
result = entities;
return true;
}
// remove any entities in containers
if ((visibility & MenuVisibility.InContainer) == 0)
{
for (var i = entities.Count - 1; i >= 0; i--)
{
var entity = entities[i];
if (ContainerSystem.IsInSameOrTransparentContainer(player.Value, entity))
continue;
entities.RemoveSwap(i);
}
}
// remove any invisible entities
if ((visibility & MenuVisibility.Invisible) == 0)
{
var spriteQuery = GetEntityQuery<SpriteComponent>();
for (var i = entities.Count - 1; i >= 0; i--)
{
var entity = entities[i];
if (!spriteQuery.TryGetComponent(entity, out var spriteComponent) ||
!spriteComponent.Visible ||
_tagSystem.HasTag(entity, "HideContextMenu"))
{
entities.RemoveSwap(i);
}
}
}
// Remove any entities that do not have LOS
if ((visibility & MenuVisibility.NoFov) == 0)
{
var xformQuery = GetEntityQuery<TransformComponent>();
var playerPos = _transform.GetMapCoordinates(player.Value, xform: xformQuery.GetComponent(player.Value));
for (var i = entities.Count - 1; i >= 0; i--)
{
var entity = entities[i];
if (!_examine.InRangeUnOccluded(
playerPos,
_transform.GetMapCoordinates(entity, xform: xformQuery.GetComponent(entity)),
ExamineSystemShared.ExamineRange,
null))
{
entities.RemoveSwap(i);
}
}
}
if (entities.Count == 0)
return false;
result = entities;
return true;
}
/// <summary>
/// Ask the server to send back a list of server-side verbs, and for now return an incomplete list of verbs
/// (only those defined locally).
/// </summary>
public SortedSet<Verb> GetVerbs(NetEntity target, EntityUid user, List<Type> verbTypes, out List<VerbCategory> extraCategories, bool force = false)
{
if (!target.IsClientSide())
RaiseNetworkEvent(new RequestServerVerbsEvent(target, verbTypes, adminRequest: force));
// Some admin menu interactions will try get verbs for entities that have not yet been sent to the player.
if (!TryGetEntity(target, out var local))
{
extraCategories = new();
return new();
}
return GetLocalVerbs(local.Value, user, verbTypes, out extraCategories, force);
}
/// <summary>
/// Execute actions associated with the given verb.
/// </summary>
/// <remarks>
/// Unless this is a client-exclusive verb, this will also tell the server to run the same verb.
/// </remarks>
public void ExecuteVerb(EntityUid target, Verb verb)
{
ExecuteVerb(GetNetEntity(target), verb);
}
/// <summary>
/// Execute actions associated with the given verb.
/// </summary>
/// <remarks>
/// Unless this is a client-exclusive verb, this will also tell the server to run the same verb.
/// </remarks>
public void ExecuteVerb(NetEntity target, Verb verb)
{
if ( _playerManager.LocalEntity is not {} user)
return;
// is this verb actually valid?
if (verb.Disabled)
{
// maybe send an informative pop-up message.
if (!string.IsNullOrWhiteSpace(verb.Message))
_popupSystem.PopupEntity(verb.Message, user);
return;
}
if (verb.ClientExclusive || target.IsClientSide())
// is this a client exclusive (gui) verb?
ExecuteVerb(verb, user, GetEntity(target));
else
EntityManager.RaisePredictiveEvent(new ExecuteVerbEvent(target, verb));
}
private void HandleVerbResponse(VerbsResponseEvent msg)
{
OnVerbsResponse?.Invoke(msg);
}
}
[Flags]
public enum MenuVisibility
{
// What entities can a user see on the entity menu?
Default = 0, // They can only see entities in FoV.
NoFov = 1 << 0, // They ignore FoV restrictions
InContainer = 1 << 1, // They can see through containers.
Invisible = 1 << 2, // They can see entities without sprites and the "HideContextMenu" tag is ignored.
All = NoFov | InContainer | Invisible
}
}