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OldThink/Content.Client/ContextMenu/UI/EntityMenuPresenterGrouping.cs

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ECS verbs and update context menu (#4594) * Functioning ECS verbs Currently only ID card console works. * Changed verb types and allow ID card insertions * Verb GUI sorting and verb networking * More networking, and shared components * Clientside verbs work now. * Verb enums changed to bitmask flags * Verb Categories redo * Fix range check * GasTank Verb * Remove unnecessary bodypart verb * Buckle Verb * buckle & unbuckle verbs * Updated range checks * Item cabinet verbs * Add range user override * construction verb * Chemistry machine verbs * Climb Verb * Generalise pulled entity verbs * ViewVariables Verb * rejuvenate, delete, sentient, control verbs * Outfit verb * inrangeunoccluded and tubedirection verbs * attach-to verbs * remove unused verbs and move VV * Rename DebugVerbSystem * Ghost role and pointing verbs * Remove global verbs * Allow verbs to raise events * Changing categories and simplifying debug verbs * Add rotate and flip verbs * fix rejuvenate test * redo context menu * new Add Gas debug verb * Add Set Temperature debug verb * Uncuff verb * Disposal unit verbs * Add pickup verb * lock/unlock verb * Remove verb type, add specific verb events * rename verb messages -> events * Context menu displays verbs by interaction type * Updated context menu HandleMove previously, checked if entities moved 1 tile from click location. Now checks if entities moved out of view. Now you can actually right-click interact with yourself while walking! * Misc Verb menu GUI changes * Fix non-human/ghost verbs * Update types and categories * Allow non-ghost/human to open context menu * configuration verb * tagger verb * Morgue Verbs * Medical Scanner Verbs * Fix solution refactor merge issues * Fix context menu in-view check * Remove prepare GUI * Redo verb restrictions * Fix context menu UI * Disposal Verbs * Spill verb * Light verb * Hand Held light verb * power cell verbs * storage verbs and adding names to insert/eject * Pulling verb * Close context menu on verb execution * Strip verb * AmmoBox verb * fix pull verb * gun barrel verbs revolver verb energy weapon verbs Bolt action verb * Magazine gun barrel verbs * Add charger verbs * PDA verbs * Transfer amount verb * Add reagent verb * make alt-click use ECS verbs * Delete old verb files * Magboot verb * finalising tweaks * context menu visibility changes * code cleanup * Update AdminAddReagentUI.cs * Remove HasFlag * Consistent verb keys * Remove Linq, add comment * Fix in-inventory check * Update GUI text alignment and padding * Added close-menu option * Changed some "interaction" verbs to "activation" * Remove verb keys, use sorted sets * fix master merge * update some verb text * Undo Changes Remove some new verbs that can be added later undid some .ftl bugfixes, can and should be done separately * fix merge * Undo file rename * fix merge * Misc Cleanup * remove contraction * Fix keybinding issue * fix comment * merge fix * fix merge * fix merge * fix merge * fix merge * fix open-close verbs * adjust uncuff verb * fix merge and undo the renaming of SharedPullableComponent to PullableComponent. I'm tired of all of those merge conflicts
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using System;
using System.Collections.Generic;
using System.Linq;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Client.ContextMenu.UI
{
public sealed partial class EntityMenuPresenter : ContextMenuPresenter
{
public const int GroupingTypesCount = 2;
private int GroupingContextMenuType { get; set; }
public void OnGroupingChanged(int obj)
{
Close();
GroupingContextMenuType = obj;
}
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private List<List<EntityUid>> GroupEntities(IEnumerable<EntityUid> entities, int depth = 0)
{
if (GroupingContextMenuType == 0)
{
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var newEntities = entities.GroupBy(e => _entityManager.GetComponent<MetaDataComponent>(e).EntityName + (_entityManager.GetComponent<MetaDataComponent>(e).EntityPrototype?.ID ?? string.Empty)).ToList();
return newEntities.Select(grp => grp.ToList()).ToList();
}
else
{
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var newEntities = entities.GroupBy(e => e, new PrototypeAndStatesContextMenuComparer(depth, _entityManager)).ToList();
return newEntities.Select(grp => grp.ToList()).ToList();
}
}
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private sealed class PrototypeAndStatesContextMenuComparer : IEqualityComparer<EntityUid>
{
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private static readonly List<Func<EntityUid, EntityUid, IEntityManager, bool>> EqualsList = new()
{
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(a, b, entMan) => entMan.GetComponent<MetaDataComponent>(a).EntityPrototype!.ID == entMan.GetComponent<MetaDataComponent>(b).EntityPrototype!.ID,
(a, b, entMan) =>
{
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entMan.TryGetComponent<ISpriteComponent?>(a, out var spriteA);
entMan.TryGetComponent<ISpriteComponent?>(b, out var spriteB);
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if (spriteA == null || spriteB == null)
return spriteA == spriteB;
var xStates = spriteA.AllLayers.Where(e => e.Visible).Select(s => s.RsiState.Name);
var yStates = spriteB.AllLayers.Where(e => e.Visible).Select(s => s.RsiState.Name);
return xStates.OrderBy(t => t).SequenceEqual(yStates.OrderBy(t => t));
},
};
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private static readonly List<Func<EntityUid, IEntityManager, int>> GetHashCodeList = new()
{
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(e, entMan) => EqualityComparer<string>.Default.GetHashCode(entMan.GetComponent<MetaDataComponent>(e).EntityPrototype!.ID),
(e, entMan) =>
{
var hash = 0;
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foreach (var element in entMan.GetComponent<ISpriteComponent>(e).AllLayers.Where(obj => obj.Visible).Select(s => s.RsiState.Name))
{
hash ^= EqualityComparer<string>.Default.GetHashCode(element!);
}
return hash;
},
};
private static int Count => EqualsList.Count - 1;
private readonly int _depth;
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private readonly IEntityManager _entMan;
public PrototypeAndStatesContextMenuComparer(int step = 0, IEntityManager? entMan = null)
{
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IoCManager.Resolve(ref entMan);
_depth = step > Count ? Count : step;
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_entMan = entMan;
}
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public bool Equals(EntityUid x, EntityUid y)
{
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if (x == default)
{
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return y == default;
}
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return y != default && EqualsList[_depth](x, y, _entMan);
}
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public int GetHashCode(EntityUid e)
{
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return GetHashCodeList[_depth](e, _entMan);
}
}
}
}