Files
Delta-v/Content.Client/Verbs/VerbSystem.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>

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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>

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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

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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

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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

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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

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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

237 lines
9.6 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Numerics;
using Content.Client.Examine;
using Content.Client.Gameplay;
using Content.Client.Popups;
using Content.Shared.CCVar;
using Content.Shared.Examine;
using Content.Shared.Tag;
using Content.Shared.Verbs;
using JetBrains.Annotations;
using Robust.Client.ComponentTrees;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Client.State;
using Robust.Shared.Configuration;
using Robust.Shared.Containers;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Client.Verbs
{
[UsedImplicitly]
public sealed class VerbSystem : SharedVerbSystem
{
[Dependency] private readonly PopupSystem _popupSystem = default!;
[Dependency] private readonly ExamineSystem _examine = default!;
[Dependency] private readonly SpriteTreeSystem _tree = default!;
[Dependency] private readonly TagSystem _tagSystem = default!;
[Dependency] private readonly IStateManager _stateManager = default!;
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly SharedContainerSystem _containers = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
private float _lookupSize;
private static readonly ProtoId<TagPrototype> HideContextMenuTag = "HideContextMenu";
/// <summary>
/// These flags determine what entities the user can see on the context menu.
/// </summary>
public MenuVisibility Visibility;
public Action<VerbsResponseEvent>? OnVerbsResponse;
public override void Initialize()
{
base.Initialize();
SubscribeNetworkEvent<VerbsResponseEvent>(HandleVerbResponse);
Subs.CVar(_cfg, CCVars.GameEntityMenuLookup, OnLookupChanged, true);
}
private void OnLookupChanged(float val)
{
_lookupSize = val;
}
/// <summary>
/// Get all of the entities in an area for displaying on the context menu.
/// </summary>
/// <returns>True if any entities were found.</returns>
public bool TryGetEntityMenuEntities(MapCoordinates targetPos, [NotNullWhen(true)] out List<EntityUid>? entities)
{
entities = null;
if (_stateManager.CurrentState is not GameplayStateBase)
return false;
if (_playerManager.LocalEntity is not { } player)
return false;
// If FOV drawing is disabled, we will modify the visibility option to ignore visiblity checks.
var visibility = _eyeManager.CurrentEye.DrawFov ? Visibility : Visibility | MenuVisibility.NoFov;
var ev = new MenuVisibilityEvent
{
TargetPos = targetPos,
Visibility = visibility,
};
RaiseLocalEvent(player, ref ev);
visibility = ev.Visibility;
// Initially, we include all entities returned by a sprite area lookup
var box = Box2.CenteredAround(targetPos.Position, new Vector2(_lookupSize, _lookupSize));
var queryResult = _tree.QueryAabb(targetPos.MapId, box);
entities = new List<EntityUid>(queryResult.Count);
foreach (var ent in queryResult)
{
entities.Add(ent.Uid);
}
// If we're in a container list all other entities in it.
// E.g., allow players in lockers to examine / interact with other entities in the same locker
if (_containers.TryGetContainingContainer((player, null), out var container))
{
// Only include the container contents when clicking near it.
if (entities.Contains(container.Owner)
|| _containers.TryGetOuterContainer(container.Owner, Transform(container.Owner), out var outer)
&& entities.Contains(outer.Owner))
{
// The container itself might be in some other container, so it might not have been added by the
// sprite tree lookup.
if (!entities.Contains(container.Owner))
entities.Add(container.Owner);
// TODO Context Menu
// This might miss entities in some situations. E.g., one of the contained entities entity in it, that
// itself has another entity attached to it, then we should be able to "see" that entity.
// E.g., if a security guard is on a segway and gets thrown in a locker, this wouldn't let you see the guard.
foreach (var ent in container.ContainedEntities)
{
if (!entities.Contains(ent))
entities.Add(ent);
}
}
}
if ((visibility & MenuVisibility.InContainer) != 0)
{
// This is inefficient, but I'm lazy and CBF implementing my own recursive container method. Note that
// this might actually fail to add the contained children of some entities in the menu. E.g., an entity
// with a large sprite aabb, but small broadphase might appear in the menu, but have its children added
// by this.
var flags = LookupFlags.All & ~LookupFlags.Sensors;
foreach (var e in _lookup.GetEntitiesInRange(targetPos, _lookupSize, flags: flags))
{
if (!entities.Contains(e))
entities.Add(e);
}
}
// Do we have to do FoV checks?
if ((visibility & MenuVisibility.NoFov) == 0)
{
TryComp(player, out ExaminerComponent? examiner);
for (var i = entities.Count - 1; i >= 0; i--)
{
if (!_examine.CanExamine(player, targetPos, e => e == player, entities[i], examiner))
entities.RemoveSwap(i);
}
}
if ((visibility & MenuVisibility.Invisible) != 0)
return entities.Count != 0;
for (var i = entities.Count - 1; i >= 0; i--)
{
if (_tagSystem.HasTag(entities[i], HideContextMenuTag))
entities.RemoveSwap(i);
}
// Unless we added entities in containers, every entity should already have a visible sprite due to
// the fact that we used the sprite tree query.
if (container == null && (visibility & MenuVisibility.InContainer) == 0)
return entities.Count != 0;
var spriteQuery = GetEntityQuery<SpriteComponent>();
for (var i = entities.Count - 1; i >= 0; i--)
{
if (!spriteQuery.TryGetComponent(entities[i], out var spriteComponent) || !spriteComponent.Visible)
entities.RemoveSwap(i);
}
return entities.Count != 0;
}
/// <summary>
/// Ask the server to send back a list of server-side verbs, and for now return an incomplete list of verbs
/// (only those defined locally).
/// </summary>
public SortedSet<Verb> GetVerbs(NetEntity target, EntityUid user, List<Type> verbTypes, out List<VerbCategory> extraCategories, bool force = false)
{
if (!target.IsClientSide())
RaiseNetworkEvent(new RequestServerVerbsEvent(target, verbTypes, adminRequest: force));
// Some admin menu interactions will try get verbs for entities that have not yet been sent to the player.
if (!TryGetEntity(target, out var local))
{
extraCategories = new();
return new();
}
return GetLocalVerbs(local.Value, user, verbTypes, out extraCategories, force);
}
/// <summary>
/// Execute actions associated with the given verb.
/// </summary>
/// <remarks>
/// Unless this is a client-exclusive verb, this will also tell the server to run the same verb.
/// </remarks>
public void ExecuteVerb(EntityUid target, Verb verb)
{
ExecuteVerb(GetNetEntity(target), verb);
}
/// <summary>
/// Execute actions associated with the given verb.
/// </summary>
/// <remarks>
/// Unless this is a client-exclusive verb, this will also tell the server to run the same verb.
/// </remarks>
public void ExecuteVerb(NetEntity target, Verb verb)
{
if ( _playerManager.LocalEntity is not {} user)
return;
// is this verb actually valid?
if (verb.Disabled)
{
// maybe send an informative pop-up message.
if (!string.IsNullOrWhiteSpace(verb.Message))
_popupSystem.PopupEntity(FormattedMessage.RemoveMarkupOrThrow(verb.Message), user);
return;
}
if (verb.ClientExclusive || target.IsClientSide())
// is this a client exclusive (gui) verb?
ExecuteVerb(verb, user, GetEntity(target));
else
RaisePredictiveEvent(new ExecuteVerbEvent(target, verb));
}
private void HandleVerbResponse(VerbsResponseEvent msg)
{
OnVerbsResponse?.Invoke(msg);
}
}
}