mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-02 00:57:26 +00:00
* 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...
548 lines
21 KiB
C#
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;
|
|
}
|
|
}
|
|
}
|