mirror of
https://github.com/DeltaV-Station/Delta-v.git
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* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
237 lines
9.6 KiB
C#
237 lines
9.6 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Numerics;
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using Content.Client.Examine;
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using Content.Client.Gameplay;
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using Content.Client.Popups;
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using Content.Shared.CCVar;
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using Content.Shared.Examine;
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using Content.Shared.Tag;
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using Content.Shared.Verbs;
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using JetBrains.Annotations;
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using Robust.Client.ComponentTrees;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Client.State;
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using Robust.Shared.Configuration;
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using Robust.Shared.Containers;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Client.Verbs
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{
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[UsedImplicitly]
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public sealed class VerbSystem : SharedVerbSystem
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{
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly ExamineSystem _examine = default!;
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[Dependency] private readonly SpriteTreeSystem _tree = default!;
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[Dependency] private readonly TagSystem _tagSystem = default!;
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[Dependency] private readonly IStateManager _stateManager = default!;
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly SharedContainerSystem _containers = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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private float _lookupSize;
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private static readonly ProtoId<TagPrototype> HideContextMenuTag = "HideContextMenu";
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/// <summary>
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/// These flags determine what entities the user can see on the context menu.
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/// </summary>
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public MenuVisibility Visibility;
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public Action<VerbsResponseEvent>? OnVerbsResponse;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeNetworkEvent<VerbsResponseEvent>(HandleVerbResponse);
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Subs.CVar(_cfg, CCVars.GameEntityMenuLookup, OnLookupChanged, true);
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}
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private void OnLookupChanged(float val)
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{
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_lookupSize = val;
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}
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/// <summary>
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/// Get all of the entities in an area for displaying on the context menu.
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/// </summary>
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/// <returns>True if any entities were found.</returns>
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public bool TryGetEntityMenuEntities(MapCoordinates targetPos, [NotNullWhen(true)] out List<EntityUid>? entities)
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{
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entities = null;
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if (_stateManager.CurrentState is not GameplayStateBase)
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return false;
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if (_playerManager.LocalEntity is not { } player)
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return false;
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// If FOV drawing is disabled, we will modify the visibility option to ignore visiblity checks.
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var visibility = _eyeManager.CurrentEye.DrawFov ? Visibility : Visibility | MenuVisibility.NoFov;
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var ev = new MenuVisibilityEvent
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{
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TargetPos = targetPos,
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Visibility = visibility,
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};
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RaiseLocalEvent(player, ref ev);
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visibility = ev.Visibility;
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// Initially, we include all entities returned by a sprite area lookup
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var box = Box2.CenteredAround(targetPos.Position, new Vector2(_lookupSize, _lookupSize));
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var queryResult = _tree.QueryAabb(targetPos.MapId, box);
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entities = new List<EntityUid>(queryResult.Count);
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foreach (var ent in queryResult)
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{
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entities.Add(ent.Uid);
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}
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// If we're in a container list all other entities in it.
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// E.g., allow players in lockers to examine / interact with other entities in the same locker
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if (_containers.TryGetContainingContainer((player, null), out var container))
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{
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// Only include the container contents when clicking near it.
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if (entities.Contains(container.Owner)
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|| _containers.TryGetOuterContainer(container.Owner, Transform(container.Owner), out var outer)
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&& entities.Contains(outer.Owner))
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{
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// The container itself might be in some other container, so it might not have been added by the
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// sprite tree lookup.
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if (!entities.Contains(container.Owner))
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entities.Add(container.Owner);
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// TODO Context Menu
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// This might miss entities in some situations. E.g., one of the contained entities entity in it, that
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// itself has another entity attached to it, then we should be able to "see" that entity.
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// E.g., if a security guard is on a segway and gets thrown in a locker, this wouldn't let you see the guard.
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foreach (var ent in container.ContainedEntities)
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{
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if (!entities.Contains(ent))
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entities.Add(ent);
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}
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}
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}
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if ((visibility & MenuVisibility.InContainer) != 0)
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{
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// This is inefficient, but I'm lazy and CBF implementing my own recursive container method. Note that
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// this might actually fail to add the contained children of some entities in the menu. E.g., an entity
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// with a large sprite aabb, but small broadphase might appear in the menu, but have its children added
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// by this.
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var flags = LookupFlags.All & ~LookupFlags.Sensors;
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foreach (var e in _lookup.GetEntitiesInRange(targetPos, _lookupSize, flags: flags))
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{
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if (!entities.Contains(e))
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entities.Add(e);
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}
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}
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// Do we have to do FoV checks?
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if ((visibility & MenuVisibility.NoFov) == 0)
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{
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TryComp(player, out ExaminerComponent? examiner);
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for (var i = entities.Count - 1; i >= 0; i--)
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{
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if (!_examine.CanExamine(player, targetPos, e => e == player, entities[i], examiner))
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entities.RemoveSwap(i);
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}
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}
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if ((visibility & MenuVisibility.Invisible) != 0)
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return entities.Count != 0;
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for (var i = entities.Count - 1; i >= 0; i--)
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{
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if (_tagSystem.HasTag(entities[i], HideContextMenuTag))
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entities.RemoveSwap(i);
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}
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// Unless we added entities in containers, every entity should already have a visible sprite due to
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// the fact that we used the sprite tree query.
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if (container == null && (visibility & MenuVisibility.InContainer) == 0)
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return entities.Count != 0;
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var spriteQuery = GetEntityQuery<SpriteComponent>();
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for (var i = entities.Count - 1; i >= 0; i--)
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{
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if (!spriteQuery.TryGetComponent(entities[i], out var spriteComponent) || !spriteComponent.Visible)
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entities.RemoveSwap(i);
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}
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return entities.Count != 0;
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}
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/// <summary>
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/// Ask the server to send back a list of server-side verbs, and for now return an incomplete list of verbs
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/// (only those defined locally).
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/// </summary>
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public SortedSet<Verb> GetVerbs(NetEntity target, EntityUid user, List<Type> verbTypes, out List<VerbCategory> extraCategories, bool force = false)
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{
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if (!target.IsClientSide())
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RaiseNetworkEvent(new RequestServerVerbsEvent(target, verbTypes, adminRequest: force));
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// Some admin menu interactions will try get verbs for entities that have not yet been sent to the player.
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if (!TryGetEntity(target, out var local))
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{
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extraCategories = new();
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return new();
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}
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return GetLocalVerbs(local.Value, user, verbTypes, out extraCategories, force);
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}
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/// <summary>
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/// Execute actions associated with the given verb.
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/// </summary>
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/// <remarks>
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/// Unless this is a client-exclusive verb, this will also tell the server to run the same verb.
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/// </remarks>
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public void ExecuteVerb(EntityUid target, Verb verb)
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{
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ExecuteVerb(GetNetEntity(target), verb);
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}
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/// <summary>
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/// Execute actions associated with the given verb.
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/// </summary>
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/// <remarks>
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/// Unless this is a client-exclusive verb, this will also tell the server to run the same verb.
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/// </remarks>
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public void ExecuteVerb(NetEntity target, Verb verb)
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{
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if ( _playerManager.LocalEntity is not {} user)
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return;
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// is this verb actually valid?
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if (verb.Disabled)
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{
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// maybe send an informative pop-up message.
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if (!string.IsNullOrWhiteSpace(verb.Message))
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_popupSystem.PopupEntity(FormattedMessage.RemoveMarkupOrThrow(verb.Message), user);
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return;
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}
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if (verb.ClientExclusive || target.IsClientSide())
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// is this a client exclusive (gui) verb?
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ExecuteVerb(verb, user, GetEntity(target));
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else
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RaisePredictiveEvent(new ExecuteVerbEvent(target, verb));
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}
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private void HandleVerbResponse(VerbsResponseEvent msg)
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{
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OnVerbsResponse?.Invoke(msg);
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}
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}
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}
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