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wwdpublic/Content.Shared/UserInterface/ActivatableUISystem.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

289 lines
9.9 KiB
C#

using Content.Shared.ActionBlocker;
using Content.Shared.Administration.Managers;
using Content.Shared.Ghost;
using Content.Shared.Hands;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Events;
using Content.Shared.Popups;
using Content.Shared.Verbs;
using Content.Shared.Whitelist;
using Robust.Shared.Utility;
using Content.Shared.Whitelist;
using Robust.Shared.Containers;
namespace Content.Shared.UserInterface;
public sealed partial class ActivatableUISystem : EntitySystem
{
[Dependency] private readonly ISharedAdminManager _adminManager = default!;
[Dependency] private readonly ActionBlockerSystem _blockerSystem = default!;
[Dependency] private readonly EntityWhitelistSystem _entityWhitelist = default!;
[Dependency] private readonly SharedUserInterfaceSystem _uiSystem = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly SharedHandsSystem _hands = default!;
[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ActivatableUIComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<ActivatableUIComponent, UseInHandEvent>(OnUseInHand);
SubscribeLocalEvent<ActivatableUIComponent, ActivateInWorldEvent>(OnActivate);
SubscribeLocalEvent<ActivatableUIComponent, InteractUsingEvent>(OnInteractUsing);
SubscribeLocalEvent<ActivatableUIComponent, HandDeselectedEvent>(OnHandDeselected);
SubscribeLocalEvent<ActivatableUIComponent, GotUnequippedHandEvent>(OnHandUnequipped);
SubscribeLocalEvent<ActivatableUIComponent, BoundUIClosedEvent>(OnUIClose);
SubscribeLocalEvent<ActivatableUIComponent, GetVerbsEvent<ActivationVerb>>(GetActivationVerb);
SubscribeLocalEvent<ActivatableUIComponent, GetVerbsEvent<Verb>>(GetVerb);
SubscribeLocalEvent<UserInterfaceComponent, OpenUiActionEvent>(OnActionPerform);
InitializePower();
}
private void OnStartup(Entity<ActivatableUIComponent> ent, ref ComponentStartup args)
{
if (ent.Comp.Key == null)
{
Log.Error($"Missing UI Key for entity: {ToPrettyString(ent)}");
return;
}
// TODO BUI
// set interaction range to zero to avoid constant range checks.
//
// if (ent.Comp.InHandsOnly && _uiSystem.TryGetInterfaceData(ent.Owner, ent.Comp.Key, out var data))
// data.InteractionRange = 0;
}
private void OnActionPerform(EntityUid uid, UserInterfaceComponent component, OpenUiActionEvent args)
{
if (args.Handled || args.Key == null)
return;
args.Handled = _uiSystem.TryToggleUi(uid, args.Key, args.Performer);
}
private void GetActivationVerb(EntityUid uid, ActivatableUIComponent component, GetVerbsEvent<ActivationVerb> args)
{
if (component.VerbOnly || !ShouldAddVerb(uid, component, args))
return;
args.Verbs.Add(new ActivationVerb
{
Act = () => InteractUI(args.User, uid, component),
Text = Loc.GetString(component.VerbText),
// TODO VERB ICON find a better icon
Icon = new SpriteSpecifier.Texture(new ResPath("/Textures/Interface/VerbIcons/settings.svg.192dpi.png")),
});
}
private void GetVerb(EntityUid uid, ActivatableUIComponent component, GetVerbsEvent<Verb> args)
{
if (!component.VerbOnly || !ShouldAddVerb(uid, component, args))
return;
args.Verbs.Add(new Verb
{
Act = () => InteractUI(args.User, uid, component),
Text = Loc.GetString(component.VerbText),
// TODO VERB ICON find a better icon
Icon = new SpriteSpecifier.Texture(new ResPath("/Textures/Interface/VerbIcons/settings.svg.192dpi.png")),
});
}
private bool ShouldAddVerb<T>(EntityUid uid, ActivatableUIComponent component, GetVerbsEvent<T> args) where T : Verb
{
if (!args.CanAccess)
return false;
if (_whitelistSystem.IsWhitelistFail(component.RequiredItems, args.Using ?? default)
|| _whitelistSystem.IsWhitelistFail(component.UserWhitelist, args.User))
return false;
if (component.RequireHands)
{
if (args.Hands == null)
return false;
if (component.InHandsOnly)
{
if (!_hands.IsHolding(args.User, uid, out var hand, args.Hands))
return false;
if (component.RequireActiveHand && args.Hands.ActiveHand != hand)
return false;
}
}
return args.CanInteract || HasComp<GhostComponent>(args.User) && !component.BlockSpectators;
}
private void OnUseInHand(EntityUid uid, ActivatableUIComponent component, UseInHandEvent args)
{
if (args.Handled)
return;
if (component.VerbOnly)
return;
if (component.RequiredItems != null)
return;
args.Handled = InteractUI(args.User, uid, component);
}
private void OnActivate(EntityUid uid, ActivatableUIComponent component, ActivateInWorldEvent args)
{
if (args.Handled || !args.Complex)
return;
if (component.VerbOnly)
return;
if (component.RequiredItems != null)
return;
args.Handled = InteractUI(args.User, uid, component);
}
private void OnInteractUsing(EntityUid uid, ActivatableUIComponent component, InteractUsingEvent args)
{
if (args.Handled)
return;
if (component.VerbOnly)
return;
if (_whitelistSystem.IsWhitelistFailOrNull(component.RequiredItems, args.Used) ||
!_whitelistSystem.IsWhitelistFail(component.UserWhitelist, args.User))
return;
args.Handled = InteractUI(args.User, uid, component);
}
private void OnUIClose(EntityUid uid, ActivatableUIComponent component, BoundUIClosedEvent args)
{
var user = args.Actor;
if (user != component.CurrentSingleUser)
return;
if (!Equals(args.UiKey, component.Key))
return;
SetCurrentSingleUser(uid, null, component);
}
private bool InteractUI(EntityUid user, EntityUid uiEntity, ActivatableUIComponent aui)
{
if (aui.Key == null || !_uiSystem.HasUi(uiEntity, aui.Key))
return false;
if (_uiSystem.IsUiOpen(uiEntity, aui.Key, user))
{
_uiSystem.CloseUi(uiEntity, aui.Key, user);
return true;
}
if (!_blockerSystem.CanInteract(user, uiEntity) && (!HasComp<GhostComponent>(user) || aui.BlockSpectators))
return false;
if (aui.RequireHands)
{
if (!TryComp(user, out HandsComponent? hands))
return false;
if (aui.InHandsOnly)
{
if (!_hands.IsHolding(user, uiEntity, out var hand, hands))
return false;
if (aui.RequireActiveHand && hands.ActiveHand != hand)
return false;
}
}
if (aui.AdminOnly && !_adminManager.IsAdmin(user))
return false;
if (aui.SingleUser && aui.CurrentSingleUser != null && user != aui.CurrentSingleUser)
{
var message = Loc.GetString("machine-already-in-use", ("machine", uiEntity));
_popupSystem.PopupEntity(message, uiEntity, user);
if (_uiSystem.IsUiOpen(uiEntity, aui.Key))
return true;
Log.Error($"Activatable UI has user without being opened? Entity: {ToPrettyString(uiEntity)}. User: {aui.CurrentSingleUser}, Key: {aui.Key}");
}
// If we've gotten this far, fire a cancellable event that indicates someone is about to activate this.
// This is so that stuff can require further conditions (like power).
var oae = new ActivatableUIOpenAttemptEvent(user);
var uae = new UserOpenActivatableUIAttemptEvent(user, uiEntity);
RaiseLocalEvent(user, uae);
RaiseLocalEvent(uiEntity, oae);
if (oae.Cancelled || uae.Cancelled)
return false;
// Give the UI an opportunity to prepare itself if it needs to do anything
// before opening
var bae = new BeforeActivatableUIOpenEvent(user);
RaiseLocalEvent(uiEntity, bae);
SetCurrentSingleUser(uiEntity, user, aui);
_uiSystem.OpenUi(uiEntity, aui.Key, user);
//Let the component know a user opened it so it can do whatever it needs to do
var aae = new AfterActivatableUIOpenEvent(user, user);
RaiseLocalEvent(uiEntity, aae);
return true;
}
public void SetCurrentSingleUser(EntityUid uid, EntityUid? user, ActivatableUIComponent? aui = null)
{
if (!Resolve(uid, ref aui))
return;
if (!aui.SingleUser)
return;
aui.CurrentSingleUser = user;
Dirty(uid, aui);
RaiseLocalEvent(uid, new ActivatableUIPlayerChangedEvent());
}
public void CloseAll(EntityUid uid, ActivatableUIComponent? aui = null)
{
if (!Resolve(uid, ref aui, false))
return;
if (aui.Key == null)
{
Log.Error($"Encountered null key in activatable ui on entity {ToPrettyString(uid)}");
return;
}
_uiSystem.CloseUi(uid, aui.Key);
}
private void OnHandDeselected(Entity<ActivatableUIComponent> ent, ref HandDeselectedEvent args)
{
if (ent.Comp.RequireHands && ent.Comp.InHandsOnly && ent.Comp.RequireActiveHand)
CloseAll(ent, ent);
}
private void OnHandUnequipped(Entity<ActivatableUIComponent> ent, ref GotUnequippedHandEvent args)
{
if (ent.Comp.RequireHands && ent.Comp.InHandsOnly)
CloseAll(ent, ent);
}
}