Refactor Context Menus and make them use XAML & stylesheets (#4768)

* XAML verb menu

* fix ghost FOV

* spacing

* rename missed "ContextMenu"->"EntityMenu" instances

* move visibility checks to verb system

* update comment

* Remove CanSeeContainerCheck

* use ScrollContainer measure option

* MaxWidth / texxt line wrapping

* verb category default

Now when you click on a verb category, it should default to running the first member of that category.

This makes it much more convenient to eject/insert when there is only a single option

* only apply style to first verb category entry

* Use new visibility flags

* FoV -> Fov

* Revert "only apply style to first verb category entry"

This reverts commit 9a6a17dba600e3ae0421caed59fcab145c260c99.

* make all entity menu visibility checks clientside

* Fix empty unbuckle category

* fix merge
This commit is contained in:
Leon Friedrich
2021-10-28 18:21:19 +13:00
committed by GitHub
parent 224952110e
commit 49296e33a0
36 changed files with 1421 additions and 1535 deletions

View File

@@ -1,8 +1,5 @@
using System.Collections.Generic;
using Content.Shared.GameTicking;
using Content.Shared.Verbs;
using Robust.Server.Player;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
@@ -13,58 +10,18 @@ namespace Content.Server.Verbs
{
[Dependency] private readonly IPlayerManager _playerManager = default!;
/// <summary>
/// List of players that can see all entities on the context menu, ignoring normal visibility rules.
/// </summary>
public readonly HashSet<IPlayerSession> SeeAllContextPlayers = new();
public override void Initialize()
{
base.Initialize();
IoCManager.InjectDependencies(this);
SubscribeLocalEvent<RoundRestartCleanupEvent>(Reset);
SubscribeNetworkEvent<RequestServerVerbsEvent>(HandleVerbRequest);
SubscribeNetworkEvent<TryExecuteVerbEvent>(HandleTryExecuteVerb);
_playerManager.PlayerStatusChanged += PlayerStatusChanged;
}
public override void Shutdown()
{
base.Shutdown();
_playerManager.PlayerStatusChanged -= PlayerStatusChanged;
}
private void PlayerStatusChanged(object? sender, SessionStatusEventArgs args)
{
if (args.NewStatus == SessionStatus.Disconnected)
{
SeeAllContextPlayers.Remove(args.Session);
}
}
public void Reset(RoundRestartCleanupEvent ev)
{
SeeAllContextPlayers.Clear();
}
public void ToggleSeeAllContext(IPlayerSession player)
{
if (!SeeAllContextPlayers.Add(player))
{
SeeAllContextPlayers.Remove(player);
}
SetSeeAllContextEvent args = new() { CanSeeAllContext = SeeAllContextPlayers.Contains(player) };
RaiseNetworkEvent(args, player.ConnectedClient);
SubscribeNetworkEvent<ExecuteVerbEvent>(HandleTryExecuteVerb);
}
/// <summary>
/// Called when asked over the network to run a given verb.
/// </summary>
public void HandleTryExecuteVerb(TryExecuteVerbEvent args, EntitySessionEventArgs eventArgs)
public void HandleTryExecuteVerb(ExecuteVerbEvent args, EntitySessionEventArgs eventArgs)
{
var session = eventArgs.SenderSession;
var userEntity = session.AttachedEntity;
@@ -81,18 +38,20 @@ namespace Content.Server.Verbs
}
// Get the list of verbs. This effectively also checks that the requested verb is in fact a valid verb that
// the user can perform. In principle, this might waste time checking & preparing unrelated verbs even
// though we know precisely which one we want. However, MOST entities will only have 1 or 2 verbs of a given
// type. The one exception here is the "other" verb type, which has 3-4 verbs + all the debug verbs. So maybe
// the debug verbs should be made a separate type?
var verbs = GetVerbs(targetEntity, userEntity, args.Type)[args.Type];
// the user can perform.
var verbs = GetLocalVerbs(targetEntity, userEntity, args.Type)[args.Type];
// Note that GetLocalVerbs might waste time checking & preparing unrelated verbs even though we know
// precisely which one we want to run. However, MOST entities will only have 1 or 2 verbs of a given type.
// The one exception here is the "other" verb type, which has 3-4 verbs + all the debug verbs.
// Find the requested verb.
if (verbs.TryGetValue(args.RequestedVerb, out var verb))
TryExecuteVerb(verb);
ExecuteVerb(verb);
else
// 404 Verb not found
Logger.Warning($"{nameof(HandleTryExecuteVerb)} called by player {session} with an invalid verb: {args.RequestedVerb.Category?.Text} {args.RequestedVerb.Text}");
// 404 Verb not found. Note that this could happen due to something as simple as opening the verb menu, walking away, then trying
// to run the pickup-item verb. So maybe this shouldn't even be logged?
Logger.Info($"{nameof(HandleTryExecuteVerb)} called by player {session} with an invalid verb: {args.RequestedVerb.Category?.Text} {args.RequestedVerb.Text}");
}
private void HandleVerbRequest(RequestServerVerbsEvent args, EntitySessionEventArgs eventArgs)
@@ -105,32 +64,17 @@ namespace Content.Server.Verbs
return;
}
var user = player.AttachedEntity;
if (user == null)
if (player.AttachedEntity == null)
{
Logger.Warning($"{nameof(HandleVerbRequest)} called by player {player} with no attached entity.");
return;
}
// Validate input (check that the user can see the entity)
TryGetContextEntities(user,
target.Transform.MapPosition,
out var entities,
buffer: true,
ignoreVisibility: SeeAllContextPlayers.Contains(player));
VerbsResponseEvent response;
if (entities != null && entities.Contains(target))
{
response = new(args.EntityUid, GetVerbs(target, user, args.Type));
}
else
{
// Don't leave the client hanging on "Waiting for server....", send empty response.
response = new(args.EntityUid, null);
}
// We do not verify that the user has access to the requested entity. The individual verbs should check
// this, and some verbs (e.g. view variables) won't even care about whether an entity is accessible through
// the entity menu or not.
var response = new VerbsResponseEvent(args.EntityUid, GetLocalVerbs(target, player.AttachedEntity, args.Type));
RaiseNetworkEvent(response, player.ConnectedClient);
}
}