Replace VerbTypes with verb classes (#6525)
This commit is contained in:
@@ -1,3 +1,4 @@
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using System;
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using System.Collections.Generic;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Hands.Components;
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@@ -5,6 +6,7 @@ using Content.Shared.Interaction;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Utility;
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namespace Content.Shared.Verbs
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{
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@@ -29,7 +31,7 @@ namespace Content.Shared.Verbs
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// Get the list of verbs. This effectively also checks that the requested verb is in fact a valid verb that
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// the user can perform.
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var verbs = GetLocalVerbs(args.Target, user.Value, args.Type)[args.Type];
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var verbs = GetLocalVerbs(args.Target, user.Value, args.RequestedVerb.GetType());
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// Note that GetLocalVerbs might waste time checking & preparing unrelated verbs even though we know
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// precisely which one we want to run. However, MOST entities will only have 1 or 2 verbs of a given type.
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@@ -44,9 +46,18 @@ namespace Content.Shared.Verbs
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/// Raises a number of events in order to get all verbs of the given type(s) defined in local systems. This
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/// does not request verbs from the server.
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/// </summary>
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public virtual Dictionary<VerbType, SortedSet<Verb>> GetLocalVerbs(EntityUid target, EntityUid user, VerbType verbTypes, bool force = false)
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public SortedSet<Verb> GetLocalVerbs(EntityUid target, EntityUid user, Type type, bool force = false, bool all = false)
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{
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Dictionary<VerbType, SortedSet<Verb>> verbs = new();
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return GetLocalVerbs(target, user, new List<Type>() { type }, force, all);
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}
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/// <summary>
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/// Raises a number of events in order to get all verbs of the given type(s) defined in local systems. This
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/// does not request verbs from the server.
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/// </summary>
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public SortedSet<Verb> GetLocalVerbs(EntityUid target, EntityUid user, List<Type> types, bool force = false, bool all = false)
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{
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SortedSet<Verb> verbs = new();
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// accessibility checks
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bool canAccess = false;
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@@ -80,32 +91,33 @@ namespace Content.Shared.Verbs
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}
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}
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if ((verbTypes & VerbType.Interaction) == VerbType.Interaction)
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if (types.Contains(typeof(InteractionVerb)))
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{
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GetInteractionVerbsEvent getVerbEvent = new(user, target, @using, hands, canInteract, canAccess);
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RaiseLocalEvent(target, getVerbEvent);
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verbs.Add(VerbType.Interaction, getVerbEvent.Verbs);
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var verbEvent = new GetVerbsEvent<InteractionVerb>(user, target, @using, hands, canInteract, canAccess);
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RaiseLocalEvent(target, verbEvent);
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verbs.UnionWith(verbEvent.Verbs);
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}
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if ((verbTypes & VerbType.Activation) == VerbType.Activation)
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if (types.Contains(typeof(AlternativeVerb)))
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{
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GetActivationVerbsEvent getVerbEvent = new(user, target, @using, hands, canInteract, canAccess);
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RaiseLocalEvent(target, getVerbEvent);
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verbs.Add(VerbType.Activation, getVerbEvent.Verbs);
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var verbEvent = new GetVerbsEvent<AlternativeVerb>(user, target, @using, hands, canInteract, canAccess);
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RaiseLocalEvent(target, verbEvent);
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verbs.UnionWith(verbEvent.Verbs);
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}
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if ((verbTypes & VerbType.Alternative) == VerbType.Alternative)
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if (types.Contains(typeof(ActivationVerb)))
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{
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GetAlternativeVerbsEvent getVerbEvent = new(user, target, @using, hands, canInteract, canAccess);
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RaiseLocalEvent(target, getVerbEvent);
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verbs.Add(VerbType.Alternative, getVerbEvent.Verbs);
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var verbEvent = new GetVerbsEvent<ActivationVerb>(user, target, @using, hands, canInteract, canAccess);
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RaiseLocalEvent(target, verbEvent);
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verbs.UnionWith(verbEvent.Verbs);
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}
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if ((verbTypes & VerbType.Other) == VerbType.Other)
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// generic verbs
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if (types.Contains(typeof(Verb)))
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{
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GetOtherVerbsEvent getVerbEvent = new(user, target, @using, hands, canInteract, canAccess);
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RaiseLocalEvent(target, getVerbEvent);
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verbs.Add(VerbType.Other, getVerbEvent.Verbs);
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var verbEvent = new GetVerbsEvent<Verb>(user, target, @using, hands, canInteract, canAccess);
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RaiseLocalEvent(target, verbEvent);
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verbs.UnionWith(verbEvent.Verbs);
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}
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return verbs;
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@@ -1,30 +1,33 @@
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using Content.Shared.Administration.Logs;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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using System;
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using Content.Shared.Database;
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using System.Collections.Generic;
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namespace Content.Shared.Verbs
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{
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[Flags]
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public enum VerbType
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{
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Interaction = 1,
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Activation = 2,
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Alternative = 4,
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Other = 8,
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All = 1+2+4+8
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}
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/// <summary>
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/// Verb objects describe actions that a user can take. The actions can be specified via an Action, local
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/// events, or networked events. Verbs also provide text, icons, and categories for displaying in the
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/// context-menu.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class Verb : IComparable
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public class Verb : IComparable
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{
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public static string DefaultTextStyleClass = "Verb";
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/// <summary>
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/// Determines the priority of this type of verb when displaying in the verb-menu. See <see
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/// cref="CompareTo"/>.
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/// </summary>
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public virtual int TypePriority => 0;
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/// <summary>
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/// Style class for drawing in the context menu
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/// </summary>
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public string TextStyleClass = DefaultTextStyleClass;
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/// <summary>
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/// This is an action that will be run when the verb is "acted" out.
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/// </summary>
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@@ -161,7 +164,11 @@ namespace Content.Shared.Verbs
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if (obj is not Verb otherVerb)
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return -1;
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// Sort first by priority
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// Sort first by type-priority
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if (TypePriority != otherVerb.TypePriority)
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return otherVerb.TypePriority - TypePriority;
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// Then by verb-priority
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if (Priority != otherVerb.Priority)
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return otherVerb.Priority - Priority;
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@@ -180,5 +187,81 @@ namespace Content.Shared.Verbs
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// Finally, compare icon texture paths. Note that this matters for verbs that don't have any text (e.g., the rotate-verbs)
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return string.Compare(IconTexture, otherVerb.IconTexture, StringComparison.CurrentCulture);
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}
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/// <summary>
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/// Collection of all verb types, along with string keys.
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/// </summary>
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/// <remarks>
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/// Useful when iterating over verb types, though maybe this should be obtained and stored via reflection or
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/// something (list of all classes that inherit from Verb). Currently used for networking (apparently Type
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/// is not serializable?), and resolving console commands.
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/// </remarks>
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public static List<Type> VerbTypes = new()
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{
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{ typeof(Verb) },
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{ typeof(InteractionVerb) },
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{ typeof(AlternativeVerb) },
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{ typeof(ActivationVerb) },
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};
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}
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/// <summary>
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/// Primary interaction verbs. This includes both use-in-hand and interacting with external entities.
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/// </summary>
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/// <remarks>
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/// These verbs those that involve using the hands or the currently held item on some entity. These verbs usually
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/// correspond to interactions that can be triggered by left-clicking or using 'Z', and often depend on the
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/// currently held item. These verbs are collectively shown first in the context menu.
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/// </remarks>
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[Serializable, NetSerializable]
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public sealed class InteractionVerb : Verb
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{
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public new static string DefaultTextStyleClass = "InteractionVerb";
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public override int TypePriority => 4;
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public InteractionVerb() : base()
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{
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TextStyleClass = DefaultTextStyleClass;
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}
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}
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/// <summary>
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/// Verbs for alternative-interactions.
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/// </summary>
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/// <remarks>
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/// When interacting with an entity via alt + left-click/E/Z the highest priority alt-interact verb is executed.
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/// These verbs are collectively shown second-to-last in the context menu.
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/// </remarks>
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[Serializable, NetSerializable]
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public sealed class AlternativeVerb : Verb
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{
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public override int TypePriority => 2;
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public new static string DefaultTextStyleClass = "AlternativeVerb";
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public AlternativeVerb() : base()
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{
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TextStyleClass = DefaultTextStyleClass;
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}
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}
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/// <summary>
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/// Activation-type verbs.
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/// </summary>
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/// <remarks>
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/// These are verbs that activate an item in the world but are independent of the currently held items. For
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/// example, opening a door or a GUI. These verbs should correspond to interactions that can be triggered by
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/// using 'E', though many of those can also be triggered by left-mouse or 'Z' if there is no other interaction.
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/// These verbs are collectively shown second in the context menu.
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/// </remarks>
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[Serializable, NetSerializable]
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public sealed class ActivationVerb : Verb
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{
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public override int TypePriority => 1;
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public new static string DefaultTextStyleClass = "ActivationVerb";
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public ActivationVerb() : base()
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{
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TextStyleClass = DefaultTextStyleClass;
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}
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}
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}
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@@ -1,19 +1,18 @@
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using System;
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using System.Collections.Generic;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Hands.Components;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using Content.Shared.Interaction;
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using Robust.Shared.Containers;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Shared.Verbs
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{
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[Serializable, NetSerializable]
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public class RequestServerVerbsEvent : EntityEventArgs
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public sealed class RequestServerVerbsEvent : EntityEventArgs
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{
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public readonly EntityUid EntityUid;
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public readonly VerbType Type;
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public readonly List<string> VerbTypes = new();
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/// <summary>
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/// If the target item is inside of some storage (e.g., backpack), this is the entity that owns that item
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@@ -23,121 +22,60 @@ namespace Content.Shared.Verbs
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public readonly bool AdminRequest;
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public RequestServerVerbsEvent(EntityUid entityUid, VerbType type, EntityUid? slotOwner = null, bool adminRequest = false)
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public RequestServerVerbsEvent(EntityUid entityUid, List<Type> verbTypes, EntityUid? slotOwner = null, bool adminRequest = false)
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{
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EntityUid = entityUid;
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Type = type;
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SlotOwner = slotOwner;
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AdminRequest = adminRequest;
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foreach (var type in verbTypes)
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{
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DebugTools.Assert(typeof(Verb).IsAssignableFrom(type));
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VerbTypes.Add(type.Name);
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}
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}
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}
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[Serializable, NetSerializable]
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public class VerbsResponseEvent : EntityEventArgs
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public sealed class VerbsResponseEvent : EntityEventArgs
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{
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public readonly Dictionary<VerbType, List<Verb>>? Verbs;
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public readonly List<Verb>? Verbs;
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public readonly EntityUid Entity;
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public VerbsResponseEvent(EntityUid entity, Dictionary<VerbType, SortedSet<Verb>>? verbs)
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public VerbsResponseEvent(EntityUid entity, SortedSet<Verb>? verbs)
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{
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Entity = entity;
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if (verbs == null)
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return;
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// Apparently SortedSet is not serlializable. Cast to List<Verb>.
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Verbs = new();
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foreach (var entry in verbs)
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{
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Verbs.Add(entry.Key, new List<Verb>(entry.Value));
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}
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// Apparently SortedSet is not serializable, so we cast to List<Verb>.
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Verbs = new(verbs);
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}
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}
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[Serializable, NetSerializable]
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public class ExecuteVerbEvent : EntityEventArgs
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public sealed class ExecuteVerbEvent : EntityEventArgs
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{
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public readonly EntityUid Target;
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public readonly Verb RequestedVerb;
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/// <summary>
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/// The type of verb to try execute. Avoids having to get a list of all verbs on the receiving end.
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/// </summary>
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public readonly VerbType Type;
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public ExecuteVerbEvent(EntityUid target, Verb requestedVerb, VerbType type)
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public ExecuteVerbEvent(EntityUid target, Verb requestedVerb)
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{
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Target = target;
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RequestedVerb = requestedVerb;
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Type = type;
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}
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}
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/// <summary>
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/// Request primary interaction verbs. This includes both use-in-hand and interacting with external entities.
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/// </summary>
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/// <remarks>
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/// These verbs those that involve using the hands or the currently held item on some entity. These verbs usually
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/// correspond to interactions that can be triggered by left-clicking or using 'Z', and often depend on the
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/// currently held item. These verbs are collectively shown first in the context menu.
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/// </remarks>
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public class GetInteractionVerbsEvent : GetVerbsEvent
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{
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public GetInteractionVerbsEvent(EntityUid user, EntityUid target, EntityUid? @using, SharedHandsComponent? hands,
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bool canInteract, bool canAccess) : base(user, target, @using, hands, canInteract, canAccess) { }
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}
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/// <summary>
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/// Request activation verbs.
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/// </summary>
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/// <remarks>
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/// These are verbs that activate an item in the world but are independent of the currently held items. For
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/// example, opening a door or a GUI. These verbs should correspond to interactions that can be triggered by
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/// using 'E', though many of those can also be triggered by left-mouse or 'Z' if there is no other interaction.
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/// These verbs are collectively shown second in the context menu.
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/// </remarks>
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public class GetActivationVerbsEvent : GetVerbsEvent
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{
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public GetActivationVerbsEvent(EntityUid user, EntityUid target, EntityUid? @using, SharedHandsComponent? hands,
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bool canInteract, bool canAccess) : base(user, target, @using, hands, canInteract, canAccess) { }
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}
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/// <summary>
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/// Request alternative-interaction verbs.
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/// </summary>
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/// <remarks>
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/// When interacting with an entity via alt + left-click/E/Z the highest priority alt-interact verb is executed.
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/// These verbs are collectively shown second-to-last in the context menu.
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/// </remarks>
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public class GetAlternativeVerbsEvent : GetVerbsEvent
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{
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public GetAlternativeVerbsEvent(EntityUid user, EntityUid target, EntityUid? @using, SharedHandsComponent? hands,
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bool canInteract, bool canAccess) : base(user, target, @using, hands, canInteract, canAccess) { }
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}
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/// <summary>
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/// Request Miscellaneous verbs.
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/// </summary>
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/// <remarks>
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/// Includes (nearly) global interactions like "examine", "pull", or "debug". These verbs are collectively shown
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/// last in the context menu.
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/// </remarks>
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public class GetOtherVerbsEvent : GetVerbsEvent
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{
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public GetOtherVerbsEvent(EntityUid user, EntityUid target, EntityUid? @using, SharedHandsComponent? hands,
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bool canInteract, bool canAccess) : base(user, target, @using, hands, canInteract, canAccess) { }
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}
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/// <summary>
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/// Directed event that requests verbs from any systems/components on a target entity.
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/// </summary>
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public class GetVerbsEvent : EntityEventArgs
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public sealed class GetVerbsEvent<TVerb> : EntityEventArgs where TVerb : Verb
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{
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/// <summary>
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/// Event output. Set of verbs that can be executed.
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/// </summary>
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public readonly SortedSet<Verb> Verbs = new();
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public readonly SortedSet<TVerb> Verbs = new();
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/// <summary>
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/// Can the user physically access the target?
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@@ -180,7 +118,7 @@ namespace Content.Shared.Verbs
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/// The entity currently being held by the active hand.
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/// </summary>
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/// <remarks>
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/// This is only ever not null when <see cref="ActionBlockerSystem.CanUse(Robust.Shared.GameObjects.EntityUid)"/> is true and the user
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/// This is only ever not null when <see cref="ActionBlockerSystem.CanUse(EntityUid)"/> is true and the user
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/// has hands.
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/// </remarks>
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public readonly EntityUid? Using;
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