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OldThink/Content.Client/Examine/ExamineSystem.cs

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using Content.Client.Verbs;
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using Content.Shared.Eye.Blinding;
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using Content.Shared.Examine;
using Content.Shared.IdentityManagement;
using Content.Shared.Input;
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 Content.Shared.Verbs;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Shared.Input.Binding;
using Robust.Shared.Map;
using Robust.Shared.Utility;
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using System.Linq;
using System.Threading;
using static Content.Shared.Interaction.SharedInteractionSystem;
using static Robust.Client.UserInterface.Controls.BoxContainer;
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namespace Content.Client.Examine
{
[UsedImplicitly]
internal sealed class ExamineSystem : ExamineSystemShared
{
[Dependency] private readonly IUserInterfaceManager _userInterfaceManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly VerbSystem _verbSystem = default!;
public const string StyleClassEntityTooltip = "entity-tooltip";
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private EntityUid _examinedEntity;
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private EntityUid _lastExaminedEntity;
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private EntityUid _playerEntity;
private Popup? _examineTooltipOpen;
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private ScreenCoordinates _popupPos;
private CancellationTokenSource? _requestCancelTokenSource;
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private int _idCounter;
public override void Initialize()
{
UpdatesOutsidePrediction = true;
SubscribeLocalEvent<GetVerbsEvent<ExamineVerb>>(AddExamineVerb);
SubscribeNetworkEvent<ExamineSystemMessages.ExamineInfoResponseMessage>(OnExamineInfoResponse);
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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CommandBinds.Builder
.Bind(ContentKeyFunctions.ExamineEntity, new PointerInputCmdHandler(HandleExamine, outsidePrediction: true))
.Register<ExamineSystem>();
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_idCounter = 0;
}
public override void Update(float frameTime)
{
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if (_examineTooltipOpen is not {Visible: true}) return;
if (!_examinedEntity.Valid || !_playerEntity.Valid) return;
if (!CanExamine(_playerEntity, _examinedEntity))
CloseTooltip();
}
public override void Shutdown()
{
CommandBinds.Unregister<ExamineSystem>();
base.Shutdown();
}
public override bool CanExamine(EntityUid examiner, MapCoordinates target, Ignored? predicate = null, EntityUid? examined = null, ExaminerComponent? examinerComp = null)
{
if (!Resolve(examiner, ref examinerComp, false))
return false;
if (examinerComp.SkipChecks)
return true;
if (examinerComp.CheckInRangeUnOccluded)
{
// TODO fix this. This should be using the examiner's eye component, not eye manager.
var b = _eyeManager.GetWorldViewbounds();
if (!b.Contains(target.Position))
return false;
}
return base.CanExamine(examiner, target, predicate, examined, examinerComp);
}
private bool HandleExamine(in PointerInputCmdHandler.PointerInputCmdArgs args)
{
if (!args.EntityUid.IsValid() || !EntityManager.EntityExists(args.EntityUid))
{
return false;
}
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_playerEntity = _playerManager.LocalPlayer?.ControlledEntity ?? default;
if (_playerEntity == default || !CanExamine(_playerEntity, args.EntityUid))
{
return false;
}
DoExamine(args.EntityUid);
return true;
}
private void AddExamineVerb(GetVerbsEvent<ExamineVerb> args)
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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{
if (!CanExamine(args.User, args.Target))
return;
// Basic examine verb.
ExamineVerb verb = new();
verb.Category = VerbCategory.Examine;
verb.Priority = 10;
// Center it on the entity if they use the verb instead.
verb.Act = () => DoExamine(args.Target, false);
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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verb.Text = Loc.GetString("examine-verb-name");
verb.IconTexture = "/Textures/Interface/VerbIcons/examine.svg.192dpi.png";
verb.ShowOnExamineTooltip = false;
verb.ClientExclusive = true;
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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args.Verbs.Add(verb);
}
private void OnExamineInfoResponse(ExamineSystemMessages.ExamineInfoResponseMessage ev)
{
var player = _playerManager.LocalPlayer?.ControlledEntity;
if (player == null)
return;
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// Prevent updating a new tooltip.
if (ev.Id != 0 && ev.Id != _idCounter)
return;
// Tooltips coming in from the server generally prioritize
// opening at the old tooltip rather than the cursor/another entity,
// since there's probably one open already if it's coming in from the server.
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OpenTooltip(player.Value, ev.EntityUid, ev.CenterAtCursor, ev.OpenAtOldTooltip, ev.KnowTarget);
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UpdateTooltipInfo(player.Value, ev.EntityUid, ev.Message, ev.Verbs);
}
public override void SendExamineTooltip(EntityUid player, EntityUid target, FormattedMessage message, bool getVerbs, bool centerAtCursor)
{
OpenTooltip(player, target, centerAtCursor, false);
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UpdateTooltipInfo(player, target, message);
}
/// <summary>
/// Opens the tooltip window and sets spriteview/name/etc, but does
/// not fill it with information. This is done when the server sends examine info/verbs,
/// or immediately if it's entirely clientside.
/// </summary>
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public void OpenTooltip(EntityUid player, EntityUid target, bool centeredOnCursor=true, bool openAtOldTooltip=true, bool knowTarget = true)
{
// Close any examine tooltip that might already be opened
// Before we do that, save its position. We'll prioritize opening any new popups there if
// openAtOldTooltip is true.
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ScreenCoordinates? oldTooltipPos = _examineTooltipOpen != null ? _popupPos : null;
CloseTooltip();
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// cache entity for Update function
_examinedEntity = target;
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const float minWidth = 300;
if (openAtOldTooltip && oldTooltipPos != null)
{
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_popupPos = oldTooltipPos.Value;
}
else if (centeredOnCursor)
{
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_popupPos = _userInterfaceManager.MousePositionScaled;
}
else
{
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_popupPos = _eyeManager.CoordinatesToScreen(Transform(target).Coordinates);
_popupPos = _userInterfaceManager.ScreenToUIPosition(_popupPos);
}
// Actually open the tooltip.
_examineTooltipOpen = new Popup { MaxWidth = 400 };
_userInterfaceManager.ModalRoot.AddChild(_examineTooltipOpen);
var panel = new PanelContainer() { Name = "ExaminePopupPanel" };
panel.AddStyleClass(StyleClassEntityTooltip);
panel.ModulateSelfOverride = Color.LightGray.WithAlpha(0.90f);
_examineTooltipOpen.AddChild(panel);
var vBox = new BoxContainer
{
Name = "ExaminePopupVbox",
Orientation = LayoutOrientation.Vertical
};
panel.AddChild(vBox);
var hBox = new BoxContainer
{
Orientation = LayoutOrientation.Horizontal,
SeparationOverride = 5
};
vBox.AddChild(hBox);
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if (EntityManager.TryGetComponent(target, out SpriteComponent? sprite))
{
hBox.AddChild(new SpriteView
{
Sprite = sprite, OverrideDirection = Direction.South,
Margin = new Thickness(2, 0, 2, 0),
});
}
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if (knowTarget)
{
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hBox.AddChild(new Label
{
Text = Identity.Name(target, EntityManager, player),
HorizontalExpand = true,
});
}
else
{
hBox.AddChild(new Label
{
Text = "???",
HorizontalExpand = true,
});
}
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panel.Measure(Vector2.Infinity);
var size = Vector2.ComponentMax((minWidth, 0), panel.DesiredSize);
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_examineTooltipOpen.Open(UIBox2.FromDimensions(_popupPos.Position, size));
}
/// <summary>
/// Fills the examine tooltip with a message and buttons if applicable.
/// </summary>
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public void UpdateTooltipInfo(EntityUid player, EntityUid target, FormattedMessage message, List<Verb>? verbs=null)
{
var vBox = _examineTooltipOpen?.GetChild(0).GetChild(0);
if (vBox == null)
{
return;
}
foreach (var msg in message.Nodes)
{
if (msg.Name != null)
continue;
var text = msg.Value.StringValue ?? "";
if (string.IsNullOrWhiteSpace(text))
continue;
var richLabel = new RichTextLabel() { Margin = new Thickness(4, 4, 0, 4)};
richLabel.SetMessage(message);
vBox.AddChild(richLabel);
break;
}
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verbs ??= new List<Verb>();
var totalVerbs = _verbSystem.GetLocalVerbs(target, player, typeof(ExamineVerb));
totalVerbs.UnionWith(verbs);
AddVerbsToTooltip(totalVerbs);
}
private void AddVerbsToTooltip(IEnumerable<Verb> verbs)
{
if (_examineTooltipOpen == null)
return;
var buttonsHBox = new BoxContainer
{
Name = "ExamineButtonsHBox",
Orientation = LayoutOrientation.Horizontal,
HorizontalAlignment = Control.HAlignment.Right,
VerticalAlignment = Control.VAlignment.Bottom,
};
// Examine button time
foreach (var verb in verbs)
{
if (verb is not ExamineVerb examine)
continue;
if (examine.IconTexture == null)
continue;
if (!examine.ShowOnExamineTooltip)
continue;
var button = new ExamineButton(examine);
button.OnPressed += VerbButtonPressed;
buttonsHBox.AddChild(button);
}
var vbox = _examineTooltipOpen?.GetChild(0).GetChild(0);
if (vbox == null)
{
buttonsHBox.Dispose();
return;
}
// Remove any existing buttons hbox, in case we generated it from the client
// then received ones from the server
var hbox = vbox.Children.Where(c => c.Name == "ExamineButtonsHBox").ToArray();
if (hbox.Any())
{
vbox.Children.Remove(hbox.First());
}
vbox.AddChild(buttonsHBox);
}
public void VerbButtonPressed(BaseButton.ButtonEventArgs obj)
{
if (obj.Button is ExamineButton button)
{
_verbSystem.ExecuteVerb(_examinedEntity, button.Verb);
if (button.Verb.CloseMenu ?? button.Verb.CloseMenuDefault)
CloseTooltip();
}
}
public void DoExamine(EntityUid entity, bool centeredOnCursor=true)
{
var playerEnt = _playerManager.LocalPlayer?.ControlledEntity;
if (playerEnt == null)
return;
FormattedMessage message;
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// Basically this just predicts that we can't make out the entity if we have poor vision.
var canSeeClearly = true;
if (HasComp<BlurryVisionComponent>(playerEnt))
canSeeClearly = false;
OpenTooltip(playerEnt.Value, entity, centeredOnCursor, false, knowTarget: canSeeClearly);
if (entity.IsClientSide())
{
message = GetExamineText(entity, playerEnt);
UpdateTooltipInfo(playerEnt.Value, entity, message);
}
else
{
// Ask server for extra examine info.
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if (entity != _lastExaminedEntity)
_idCounter += 1;
if (_idCounter == int.MaxValue)
_idCounter = 0;
RaiseNetworkEvent(new ExamineSystemMessages.RequestExamineInfoMessage(entity, _idCounter, true));
}
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_lastExaminedEntity = entity;
}
private void CloseTooltip()
{
if (_examineTooltipOpen != null)
{
foreach (var control in _examineTooltipOpen.Children)
{
if (control is ExamineButton button)
{
button.OnPressed -= VerbButtonPressed;
}
}
_examineTooltipOpen.Dispose();
_examineTooltipOpen = null;
}
if (_requestCancelTokenSource != null)
{
_requestCancelTokenSource.Cancel();
_requestCancelTokenSource = null;
}
}
}
}