Files
Delta-v/Content.Shared/Examine/ExamineSystemShared.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* 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...
2025-11-06 18:22:39 +00:00

548 lines
21 KiB
C#

using System.Linq;
using Content.Shared.Eye.Blinding.Components;
using Content.Shared.Ghost;
using Content.Shared.Interaction;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using JetBrains.Annotations;
using Robust.Shared.Containers;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Utility;
using static Content.Shared.Interaction.SharedInteractionSystem;
namespace Content.Shared.Examine
{
public abstract partial class ExamineSystemShared : EntitySystem
{
[Dependency] private readonly OccluderSystem _occluder = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
[Dependency] protected readonly MobStateSystem MobStateSystem = default!;
public const float MaxRaycastRange = 100;
/// <summary>
/// Examine range to use when the examiner is in critical condition.
/// </summary>
/// <remarks>
/// Detailed examinations are disabled while incapactiated. Ideally this should just be set equal to the
/// radius of the crit overlay that blackens most of the screen. The actual radius of that is defined
/// in a shader sooo... eh.
/// </remarks>
public const float CritExamineRange = 1.3f;
/// <summary>
/// Examine range to use when the examiner is dead. See <see cref="CritExamineRange"/>.
/// </summary>
public const float DeadExamineRange = 0.75f;
public const float ExamineRange = 16f;
protected const float ExamineDetailsRange = 3f;
protected const float ExamineBlurrinessMult = 2.5f;
private EntityQuery<GhostComponent> _ghostQuery;
/// <summary>
/// Creates a new examine tooltip with arbitrary info.
/// </summary>
public abstract void SendExamineTooltip(EntityUid player, EntityUid target, FormattedMessage message, bool getVerbs, bool centerAtCursor);
public bool IsInDetailsRange(EntityUid examiner, EntityUid entity)
{
if (IsClientSide(entity))
return true;
// Ghosts can see everything.
if (_ghostQuery.HasComp(examiner))
return true;
// check if the mob is in critical or dead
if (MobStateSystem.IsIncapacitated(examiner))
return false;
if (!InRangeUnOccluded(examiner, entity, ExamineDetailsRange))
return false;
// Is the target hidden in a opaque locker or something? Currently this check allows players to examine
// their organs, if they can somehow target them. Really this should be with userSeeInsideSelf: false, and a
// separate check for if the item is in their inventory or hands.
if (_containerSystem.IsInSameOrTransparentContainer(examiner, entity, userSeeInsideSelf: true))
return true;
// is it inside of an open storage (e.g., an open backpack)?
return _interactionSystem.CanAccessViaStorage(examiner, entity);
}
[Pure]
public bool CanExamine(EntityUid examiner, EntityUid examined)
{
// special check for client-side entities stored in null-space for some UI guff.
if (IsClientSide(examined))
return true;
return !Deleted(examined) && CanExamine(examiner, _transform.GetMapCoordinates(examined),
entity => entity == examiner || entity == examined, examined);
}
[Pure]
public virtual bool CanExamine(EntityUid examiner, MapCoordinates target, Ignored? predicate = null, EntityUid? examined = null, ExaminerComponent? examinerComp = null)
{
// TODO occluded container checks
// also requires checking if the examiner has either a storage or stripping UI open, as the item may be accessible via that UI
if (!Resolve(examiner, ref examinerComp, false))
return false;
// Ghosts and admins skip examine checks.
if (examinerComp.SkipChecks)
return true;
if (examined != null)
{
var ev = new ExamineAttemptEvent(examiner);
RaiseLocalEvent(examined.Value, ev);
if (ev.Cancelled)
return false;
}
if (!examinerComp.CheckInRangeUnOccluded)
return true;
if (Comp<TransformComponent>(examiner).MapID != target.MapId)
return false;
// Do target InRangeUnoccluded which has different checks.
if (examined != null)
{
return InRangeUnOccluded(
examiner,
examined.Value,
GetExaminerRange(examiner),
predicate: predicate,
ignoreInsideBlocker: true);
}
else
{
return InRangeUnOccluded(
examiner,
target,
GetExaminerRange(examiner),
predicate: predicate,
ignoreInsideBlocker: true);
}
}
/// <summary>
/// Check if a given examiner is incapacitated. If yes, return a reduced examine range. Otherwise, return the deault range.
/// </summary>
public float GetExaminerRange(EntityUid examiner, MobStateComponent? mobState = null)
{
if (Resolve(examiner, ref mobState, logMissing: false))
{
if (MobStateSystem.IsDead(examiner, mobState))
return DeadExamineRange;
if (MobStateSystem.IsCritical(examiner, mobState) || TryComp<BlindableComponent>(examiner, out var blind) && blind.IsBlind)
return CritExamineRange;
if (TryComp<BlurryVisionComponent>(examiner, out var blurry))
return Math.Clamp(ExamineRange - blurry.Magnitude * ExamineBlurrinessMult, 2, ExamineRange);
}
return ExamineRange;
}
/// <summary>
/// True if occluders are drawn for this entity, otherwise false.
/// </summary>
public bool IsOccluded(EntityUid uid)
{
return TryComp<EyeComponent>(uid, out var eye) && eye.DrawFov;
}
public bool InRangeUnOccluded(MapCoordinates origin, MapCoordinates other, float range, Ignored? predicate, bool ignoreInsideBlocker = true, IEntityManager? entMan = null)
{
// No, rider. This is better.
// ReSharper disable once ConvertToLocalFunction
var wrapped = (EntityUid uid, Ignored? wrapped)
=> wrapped != null && wrapped(uid);
return InRangeUnOccluded(origin, other, range, predicate, wrapped, ignoreInsideBlocker, entMan);
}
public bool InRangeUnOccluded<TState>(MapCoordinates origin, MapCoordinates other, float range,
TState state, Func<EntityUid, TState, bool> predicate, bool ignoreInsideBlocker = true, IEntityManager? entMan = null)
{
if (other.MapId != origin.MapId ||
other.MapId == MapId.Nullspace) return false;
var dir = other.Position - origin.Position;
var length = dir.Length();
// If range specified also check it
// TODO: This rounding check is here because the API is kinda eh
if (range > 0f && length > range + 0.01f) return false;
if (MathHelper.CloseTo(length, 0)) return true;
if (length > MaxRaycastRange)
{
Log.Warning("InRangeUnOccluded check performed over extreme range. Limiting CollisionRay size.");
length = MaxRaycastRange;
}
var ray = new Ray(origin.Position, dir.Normalized());
var rayResults = _occluder
.IntersectRayWithPredicate(origin.MapId, ray, length, state, predicate, false);
if (rayResults.Count == 0) return true;
if (!ignoreInsideBlocker) return false;
foreach (var result in rayResults)
{
if (!TryComp(result.HitEntity, out OccluderComponent? o))
{
continue;
}
var bBox = o.BoundingBox;
bBox = bBox.Translated(_transform.GetWorldPosition(result.HitEntity));
if (bBox.Contains(origin.Position) || bBox.Contains(other.Position))
{
continue;
}
return false;
}
return true;
}
public bool InRangeUnOccluded(EntityUid origin, EntityUid other, float range = ExamineRange, Ignored? predicate = null, bool ignoreInsideBlocker = true)
{
var ev = new InRangeOverrideEvent(origin, other);
RaiseLocalEvent(origin, ref ev);
if (ev.Handled)
{
return ev.InRange;
}
var originPos = _transform.GetMapCoordinates(origin);
var otherPos = _transform.GetMapCoordinates(other);
return InRangeUnOccluded(originPos, otherPos, range, predicate, ignoreInsideBlocker);
}
public bool InRangeUnOccluded(EntityUid origin, EntityCoordinates other, float range = ExamineRange, Ignored? predicate = null, bool ignoreInsideBlocker = true)
{
var originPos = _transform.GetMapCoordinates(origin);
var otherPos = _transform.ToMapCoordinates(other);
return InRangeUnOccluded(originPos, otherPos, range, predicate, ignoreInsideBlocker);
}
public bool InRangeUnOccluded(EntityUid origin, MapCoordinates other, float range = ExamineRange, Ignored? predicate = null, bool ignoreInsideBlocker = true)
{
var originPos = _transform.GetMapCoordinates(origin);
return InRangeUnOccluded(originPos, other, range, predicate, ignoreInsideBlocker);
}
public FormattedMessage GetExamineText(EntityUid entity, EntityUid? examiner)
{
var message = new FormattedMessage();
if (examiner == null)
{
return message;
}
var hasDescription = false;
var metadata = MetaData(entity);
//Add an entity description if one is declared
if (!string.IsNullOrEmpty(metadata.EntityDescription))
{
message.AddText(metadata.EntityDescription);
hasDescription = true;
}
message.PushColor(Color.DarkGray);
// Raise the event and let things that subscribe to it change the message...
var isInDetailsRange = IsInDetailsRange(examiner.Value, entity);
var examinedEvent = new ExaminedEvent(message, entity, examiner.Value, isInDetailsRange, hasDescription);
RaiseLocalEvent(entity, examinedEvent);
var newMessage = examinedEvent.GetTotalMessage();
// pop color tag
newMessage.Pop();
return newMessage;
}
}
/// <summary>
/// Raised when an entity is examined.
/// If you're pushing multiple messages that should be grouped together (or ordered in some way),
/// call <see cref="PushGroup"/> before pushing and <see cref="PopGroup"/> when finished.
/// </summary>
public sealed class ExaminedEvent : EntityEventArgs
{
/// <summary>
/// The message that will be displayed as the examine text.
/// You should use <see cref="PushMarkup"/> and similar instead to modify this,
/// since it handles newlines/priority and such correctly.
/// </summary>
/// <seealso cref="PushMessage"/>
/// <seealso cref="PushMarkup"/>
/// <seealso cref="PushText"/>
/// <seealso cref="AddMessage"/>
/// <seealso cref="AddMarkup"/>
/// <seealso cref="AddText"/>
private FormattedMessage Message { get; }
/// <summary>
/// Parts of the examine message that will later be sorted by priority and pushed onto <see cref="Message"/>.
/// </summary>
private List<ExamineMessagePart> Parts { get; } = new();
/// <summary>
/// Whether the examiner is in range of the entity to get some extra details.
/// </summary>
public bool IsInDetailsRange { get; }
/// <summary>
/// The entity performing the examining.
/// </summary>
public EntityUid Examiner { get; }
/// <summary>
/// Entity being examined, for broadcast event purposes.
/// </summary>
public EntityUid Examined { get; }
private bool _hasDescription;
private ExamineMessagePart? _currentGroupPart;
public ExaminedEvent(FormattedMessage message, EntityUid examined, EntityUid examiner, bool isInDetailsRange, bool hasDescription)
{
Message = message;
Examined = examined;
Examiner = examiner;
IsInDetailsRange = isInDetailsRange;
_hasDescription = hasDescription;
}
/// <summary>
/// Returns <see cref="Message"/> with all <see cref="Parts"/> appended according to their priority.
/// </summary>
public FormattedMessage GetTotalMessage()
{
int Comparison(ExamineMessagePart a, ExamineMessagePart b)
{
// Try sort by priority, then group, then by string contents
if (a.Priority != b.Priority)
{
// negative so that expected behavior is consistent with what makes sense
// i.e. a negative priority should mean its at the bottom of the list, right?
return -a.Priority.CompareTo(b.Priority);
}
if (a.Group != b.Group)
{
return string.Compare(a.Group, b.Group, StringComparison.Ordinal);
}
return string.Compare(a.Message.ToString(), b.Message.ToString(), StringComparison.Ordinal);
}
// tolist/clone formatted message so calling this multiple times wont fuck shit up
// (if that happens for some reason)
var parts = Parts.ToList();
var totalMessage = new FormattedMessage(Message);
parts.Sort(Comparison);
if (_hasDescription && parts.Count > 0)
{
totalMessage.PushNewline();
}
foreach (var part in parts)
{
totalMessage.AddMessage(part.Message);
if (part.DoNewLine && parts.Last() != part)
totalMessage.PushNewline();
}
totalMessage.TrimEnd();
return totalMessage;
}
/// <summary>
/// Message group handling. Call this if you want the next set of examine messages that you're adding to have
/// a consistent order with regards to each other. This is done so that client & server will always
/// sort messages the same as well as grouped together properly, even if subscriptions are different.
/// You should wrap it in a using() block so popping automatically occurs.
/// </summary>
public ExamineGroupDisposable PushGroup(string groupName, int priority=0)
{
// Ensure that other examine events correctly ended their groups.
DebugTools.Assert(_currentGroupPart == null);
_currentGroupPart = new ExamineMessagePart(new FormattedMessage(), priority, false, groupName);
return new ExamineGroupDisposable(this);
}
/// <summary>
/// Ends the current group and pushes its groups contents to the message.
/// This will be called automatically if in using a `using` block with <see cref="PushGroup"/>.
/// </summary>
private void PopGroup()
{
DebugTools.Assert(_currentGroupPart != null);
if (_currentGroupPart != null && !_currentGroupPart.Message.IsEmpty)
{
Parts.Add(_currentGroupPart);
}
_currentGroupPart = null;
}
/// <summary>
/// Push another message into this examine result, on its own line.
/// End message will be grouped by <see cref="priority"/>, then by group if one was started
/// then by ordinal comparison.
/// </summary>
/// <seealso cref="PushMarkup"/>
/// <seealso cref="PushText"/>
public void PushMessage(FormattedMessage message, int priority=0)
{
if (message.Nodes.Count == 0)
return;
if (_currentGroupPart != null)
{
message.PushNewline();
_currentGroupPart.Message.AddMessage(message);
}
else
{
Parts.Add(new ExamineMessagePart(message, priority, true, null));
}
}
/// <summary>
/// Push another message parsed from markup into this examine result, on its own line.
/// End message will be grouped by <see cref="priority"/>, then by group if one was started
/// then by ordinal comparison.
/// </summary>
/// <seealso cref="PushText"/>
/// <seealso cref="PushMessage"/>
public void PushMarkup(string markup, int priority=0)
{
PushMessage(FormattedMessage.FromMarkupOrThrow(markup), priority);
}
/// <summary>
/// Push another message containing raw text into this examine result, on its own line.
/// End message will be grouped by <see cref="priority"/>, then by group if one was started
/// then by ordinal comparison.
/// </summary>
/// <seealso cref="PushMarkup"/>
/// <seealso cref="PushMessage"/>
public void PushText(string text, int priority=0)
{
var msg = new FormattedMessage();
msg.AddText(text);
PushMessage(msg, priority);
}
/// <summary>
/// Adds a message directly without starting a newline after.
/// End message will be grouped by <see cref="priority"/>, then by group if one was started
/// then by ordinal comparison.
/// </summary>
/// <seealso cref="AddMarkup"/>
/// <seealso cref="AddText"/>
public void AddMessage(FormattedMessage message, int priority = 0)
{
if (message.Nodes.Count == 0)
return;
if (_currentGroupPart != null)
{
_currentGroupPart.Message.AddMessage(message);
}
else
{
Parts.Add(new ExamineMessagePart(message, priority, false, null));
}
}
/// <summary>
/// Adds markup directly without starting a newline after.
/// End message will be grouped by <see cref="priority"/>, then by group if one was started
/// then by ordinal comparison.
/// </summary>
/// <seealso cref="AddText"/>
/// <seealso cref="AddMessage"/>
public void AddMarkup(string markup, int priority=0)
{
AddMessage(FormattedMessage.FromMarkupOrThrow(markup), priority);
}
/// <summary>
/// Adds text directly without starting a newline after.
/// End message will be grouped by <see cref="priority"/>, then by group if one was started
/// then by ordinal comparison.
/// </summary>
/// <seealso cref="AddMarkup"/>
/// <seealso cref="AddMessage"/>
public void AddText(string text, int priority=0)
{
var msg = new FormattedMessage();
msg.AddText(text);
AddMessage(msg, priority);
}
public struct ExamineGroupDisposable : IDisposable
{
private ExaminedEvent _event;
public ExamineGroupDisposable(ExaminedEvent @event)
{
_event = @event;
}
public void Dispose()
{
_event.PopGroup();
}
}
private record ExamineMessagePart(FormattedMessage Message, int Priority, bool DoNewLine, string? Group);
}
/// <summary>
/// Event raised directed at an entity that someone is attempting to examine
/// </summary>
public sealed class ExamineAttemptEvent : CancellableEntityEventArgs
{
public readonly EntityUid Examiner;
public ExamineAttemptEvent(EntityUid examiner)
{
Examiner = examiner;
}
}
}