Re-add action prototypes (#7508)
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
This commit is contained in:
@@ -1,21 +1,44 @@
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using Content.Shared.Actions.ActionTypes;
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using Content.Shared.Hands;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory.Events;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Actions;
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public sealed class GetActionsEvent : EntityEventArgs
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/// <summary>
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/// Event raised directed at items or clothing when they are equipped or held. In order for an item to grant actions some
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/// system can subscribe to this event and add actions to the <see cref="Actions"/> list.
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/// </summary>
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/// <remarks>
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/// Note that a system could also just manually add actions as a result of a <see cref="GotEquippedEvent"/> or <see
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/// cref="GotEquippedHandEvent"/>. This exists mostly as a convenience event, while also helping to keep
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/// action-granting logic separate from general equipment behavior.
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/// </remarks>
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public sealed class GetItemActionsEvent : EntityEventArgs
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{
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public SortedSet<ActionType> Actions = new();
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/// <summary>
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/// Slot flags for the inventory slot that this item got equipped to. Null if not in a slot (i.e., if equipped to hands).
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/// </summary>
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public SlotFlags? SlotFlags;
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/// <summary>
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/// If true, the item was equipped to a users hands.
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/// </summary>
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public bool InHands => SlotFlags == null;
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public GetItemActionsEvent(SlotFlags? slotFlags = null)
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{
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SlotFlags = slotFlags;
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}
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}
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/// <summary>
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/// Event used to communicate with the client that the user wishes to perform some action.
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/// Event used to communicate with the server that a client wishes to perform some action.
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/// </summary>
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/// <remarks>
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/// Basically a wrapper for <see cref="PerformActionEvent"/> that the action system will validate before performing
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/// (check cooldown, target, enabling-entity)
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/// </remarks>
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[Serializable, NetSerializable]
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public sealed class RequestPerformActionEvent : EntityEventArgs
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{
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@@ -41,21 +64,56 @@ public sealed class RequestPerformActionEvent : EntityEventArgs
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}
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}
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[ImplicitDataDefinitionForInheritors]
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public abstract class PerformActionEvent : HandledEntityEventArgs
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/// <summary>
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/// This is the type of event that gets raised when an <see cref="InstantAction"/> is performed. The <see
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/// cref="Performer"/> field is automatically filled out by the <see cref="SharedActionsSystem"/>.
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/// </summary>
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/// <remarks>
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/// To define a new action for some system, you need to create an event that inherits from this class.
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/// </remarks>
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public abstract class InstantActionEvent : BaseActionEvent { }
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/// <summary>
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/// This is the type of event that gets raised when an <see cref="EntityTargetAction"/> is performed. The <see
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/// cref="Performer"/> and <see cref="Target"/> fields will automatically be filled out by the <see
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/// cref="SharedActionsSystem"/>.
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/// </summary>
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/// <remarks>
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/// To define a new action for some system, you need to create an event that inherits from this class.
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/// </remarks>
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public abstract class EntityTargetActionEvent : BaseActionEvent
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{
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/// <summary>
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/// The user performing the action
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/// The entity that the user targeted.
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/// </summary>
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public EntityUid Performer;
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}
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public abstract class PerformEntityTargetActionEvent : PerformActionEvent
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{
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public EntityUid Target;
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}
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public abstract class PerformWorldTargetActionEvent : PerformActionEvent
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/// <summary>
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/// This is the type of event that gets raised when an <see cref="WorldTargetAction"/> is performed. The <see
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/// cref="Performer"/> and <see cref="Target"/> fields will automatically be filled out by the <see
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/// cref="SharedActionsSystem"/>.
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/// </summary>
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/// <remarks>
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/// To define a new action for some system, you need to create an event that inherits from this class.
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/// </remarks>
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public abstract class WorldTargetActionEvent : BaseActionEvent
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{
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/// <summary>
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/// The coordinates of the location that the user targeted.
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/// </summary>
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public MapCoordinates Target;
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}
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/// <summary>
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/// Base class for events that are raised when an action gets performed. This should not generally be used outside of the action
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/// system.
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/// </summary>
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[ImplicitDataDefinitionForInheritors]
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public abstract class BaseActionEvent : HandledEntityEventArgs
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{
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/// <summary>
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/// The user performing the action.
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/// </summary>
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public EntityUid Performer;
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}
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56
Content.Shared/Actions/ActionTypes/ActionPrototypes.cs
Normal file
56
Content.Shared/Actions/ActionTypes/ActionPrototypes.cs
Normal file
@@ -0,0 +1,56 @@
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Actions.ActionTypes;
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// These are just prototype definitions for actions. Allows actions to be defined once in yaml and re-used elsewhere.
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// Note that you still need to create a new instance of each action to properly track the state (cooldown, toggled,
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// enabled, etc). The prototypes should not be modified directly.
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//
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// If ever action states data is separated from the rest of the data, this might not be required
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// anymore.
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[Prototype("worldTargetAction")]
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public sealed class WorldTargetActionPrototype : WorldTargetAction, IPrototype
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{
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[IdDataFieldAttribute]
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public string ID { get; } = default!;
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// This is a shitty hack to get around the fact that action-prototypes should not in general be sever-exclusive
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// prototypes, but some actions may need to use server-exclusive events, and there is no way to specify on a
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// per-prototype basis whether the client should ignore it when validating yaml.
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[DataField("serverEvent", serverOnly: true)]
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public WorldTargetActionEvent? ServerEvent
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{
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get => Event;
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set => Event = value;
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}
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}
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[Prototype("entityTargetAction")]
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public sealed class EntityTargetActionPrototype : EntityTargetAction, IPrototype
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{
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[IdDataFieldAttribute]
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public string ID { get; } = default!;
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[DataField("serverEvent", serverOnly: true)]
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public EntityTargetActionEvent? ServerEvent
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{
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get => Event;
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set => Event = value;
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}
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}
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[Prototype("instantAction")]
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public sealed class InstantActionPrototype : InstantAction, IPrototype
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{
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[IdDataFieldAttribute]
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public string ID { get; } = default!;
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[DataField("serverEvent", serverOnly: true)]
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public InstantActionEvent? ServerEvent
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{
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get => Event;
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set => Event = value;
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}
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}
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@@ -3,10 +3,9 @@ using Robust.Shared.Serialization;
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namespace Content.Shared.Actions.ActionTypes;
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/// <summary>
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/// Instantaneous action with no extra targeting information. Will result in <see cref="PerformActionEvent"/> being raised.
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/// Instantaneous action with no extra targeting information. Will result in <see cref="InstantActionEvent"/> being raised.
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/// </summary>
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[Serializable, NetSerializable]
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[Friend(typeof(SharedActionsSystem))]
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[Virtual]
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public class InstantAction : ActionType
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{
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@@ -15,7 +14,7 @@ public class InstantAction : ActionType
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/// </summary>
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[DataField("event")]
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[NonSerialized]
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public PerformActionEvent? Event;
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public InstantActionEvent? Event;
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public InstantAction() { }
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public InstantAction(InstantAction toClone)
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@@ -67,10 +67,9 @@ public abstract class TargetedAction : ActionType
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}
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/// <summary>
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/// Action that targets some entity. Will result in <see cref="PerformEntityTargetActionEvent"/> being raised.
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/// Action that targets some entity. Will result in <see cref="EntityTargetActionEvent"/> being raised.
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/// </summary>
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[Serializable, NetSerializable]
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[Friend(typeof(SharedActionsSystem))]
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[Virtual]
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public class EntityTargetAction : TargetedAction
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{
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@@ -79,7 +78,7 @@ public class EntityTargetAction : TargetedAction
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/// </summary>
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[NonSerialized]
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[DataField("event")]
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public PerformEntityTargetActionEvent? Event;
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public EntityTargetActionEvent? Event;
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[DataField("whitelist")]
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public EntityWhitelist? Whitelist;
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@@ -115,10 +114,9 @@ public class EntityTargetAction : TargetedAction
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}
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/// <summary>
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/// Action that targets some map coordinates. Will result in <see cref="PerformWorldTargetActionEvent"/> being raised.
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/// Action that targets some map coordinates. Will result in <see cref="WorldTargetActionEvent"/> being raised.
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/// </summary>
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[Serializable, NetSerializable]
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[Friend(typeof(SharedActionsSystem))]
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[Virtual]
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public class WorldTargetAction : TargetedAction
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{
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@@ -127,7 +125,7 @@ public class WorldTargetAction : TargetedAction
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/// </summary>
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[DataField("event")]
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[NonSerialized]
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public PerformWorldTargetActionEvent? Event;
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public WorldTargetActionEvent? Event;
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public WorldTargetAction() { }
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public WorldTargetAction(WorldTargetAction toClone)
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@@ -11,6 +11,7 @@ using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using System.Linq;
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@@ -99,7 +100,7 @@ public abstract class SharedActionsSystem : EntitySystem
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#region Execution
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/// <summary>
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/// When receiving a request to perform an action, this validates whether the action is allowed. If it is, it
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/// will raise the relevant <see cref="PerformActionEvent"/>
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/// will raise the relevant <see cref="InstantActionEvent"/>
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/// </summary>
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private void OnActionRequest(RequestPerformActionEvent ev, EntitySessionEventArgs args)
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{
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@@ -124,7 +125,7 @@ public abstract class SharedActionsSystem : EntitySystem
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if (act.Cooldown.HasValue && act.Cooldown.Value.End > curTime)
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return;
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PerformActionEvent? performEvent = null;
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BaseActionEvent? performEvent = null;
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// Validate request by checking action blockers and the like:
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var name = Loc.GetString(act.Name);
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@@ -273,7 +274,7 @@ public abstract class SharedActionsSystem : EntitySystem
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return _interactionSystem.InRangeUnobstructed(user, coords, range: action.Range);
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}
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protected void PerformAction(ActionsComponent component, ActionType action, PerformActionEvent? actionEvent, TimeSpan curTime)
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protected void PerformAction(ActionsComponent component, ActionType action, BaseActionEvent? actionEvent, TimeSpan curTime)
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{
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var handled = false;
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@@ -356,6 +357,13 @@ public abstract class SharedActionsSystem : EntitySystem
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/// <param name="provider">The entity that enables these actions (e.g., flashlight). May be null (innate actions).</param>
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public virtual void AddAction(EntityUid uid, ActionType action, EntityUid? provider, ActionsComponent? comp = null, bool dirty = true)
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{
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// Because action classes have state data, e.g. cooldowns and uses-remaining, people should not be adding prototypes directly
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if (action is IPrototype)
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{
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Logger.Error("Attempted to directly add a prototype action. You need to clone a prototype in order to use it.");
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return;
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}
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comp ??= EnsureComp<ActionsComponent>(uid);
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action.Provider = provider;
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action.AttachedEntity = comp.Owner;
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@@ -426,7 +434,7 @@ public abstract class SharedActionsSystem : EntitySystem
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#region EquipHandlers
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private void OnDidEquip(EntityUid uid, ActionsComponent component, DidEquipEvent args)
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{
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var ev = new GetActionsEvent();
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var ev = new GetItemActionsEvent(args.SlotFlags);
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RaiseLocalEvent(args.Equipment, ev, false);
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if (ev.Actions.Count == 0)
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@@ -437,7 +445,7 @@ public abstract class SharedActionsSystem : EntitySystem
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private void OnHandEquipped(EntityUid uid, ActionsComponent component, DidEquipHandEvent args)
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{
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var ev = new GetActionsEvent();
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var ev = new GetItemActionsEvent();
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RaiseLocalEvent(args.Equipped, ev, false);
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if (ev.Actions.Count == 0)
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@@ -13,7 +13,7 @@ public abstract class SharedMagbootsSystem : EntitySystem
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SubscribeLocalEvent<SharedMagbootsComponent, GetVerbsEvent<ActivationVerb>>(AddToggleVerb);
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SubscribeLocalEvent<SharedMagbootsComponent, SlipAttemptEvent>(OnSlipAttempt);
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SubscribeLocalEvent<SharedMagbootsComponent, GetActionsEvent>(OnGetActions);
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SubscribeLocalEvent<SharedMagbootsComponent, GetItemActionsEvent>(OnGetActions);
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SubscribeLocalEvent<SharedMagbootsComponent, ToggleActionEvent>(OnToggleAction);
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}
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@@ -35,7 +35,7 @@ public abstract class SharedMagbootsSystem : EntitySystem
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args.Cancel();
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}
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private void OnGetActions(EntityUid uid, SharedMagbootsComponent component, GetActionsEvent args)
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private void OnGetActions(EntityUid uid, SharedMagbootsComponent component, GetItemActionsEvent args)
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{
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args.Actions.Add(component.ToggleAction);
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}
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@@ -5,7 +5,7 @@ using Content.Shared.Sound;
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using Content.Shared.Targeting;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Shared.CombatMode
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{
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@@ -27,22 +27,17 @@ namespace Content.Shared.CombatMode
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[DataField("disarmSuccessSound")]
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public readonly SoundSpecifier DisarmSuccessSound = new SoundPathSpecifier("/Audio/Effects/thudswoosh.ogg");
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// These are chonky default definitions for combat actions. But its a pain to add a yaml version of this for
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// every entity that wants combat mode, especially given that they're currently all identical... so ummm.. yeah.
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[DataField("disarmAction")]
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public readonly EntityTargetAction DisarmAction = new();
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[DataField("disarmActionId", customTypeSerializer:typeof(PrototypeIdSerializer<EntityTargetActionPrototype>))]
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public readonly string DisarmActionId = "Disarm";
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[DataField("disarmAction")] // must be a data-field to properly save cooldown when saving game state.
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public EntityTargetAction? DisarmAction;
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[DataField("combatToggleActionId", customTypeSerializer: typeof(PrototypeIdSerializer<InstantActionPrototype>))]
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public readonly string CombatToggleActionId = "CombatModeToggle";
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[DataField("combatToggleAction")]
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public readonly InstantAction CombatToggleAction = new()
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{
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Icon = new SpriteSpecifier.Texture(new ResourcePath("Interface/Actions/harmOff.png")),
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IconOn = new SpriteSpecifier.Texture(new ResourcePath("Interface/Actions/harm.png")),
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UserPopup = "action-popup-combat",
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PopupToggleSuffix = "-disabling",
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Name = "action-name-combat",
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Description = "action-description-combat",
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Event = new ToggleCombatActionEvent(),
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};
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public InstantAction? CombatToggleAction;
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[ViewVariables(VVAccess.ReadWrite)]
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public virtual bool IsInCombatMode
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@@ -52,7 +47,8 @@ namespace Content.Shared.CombatMode
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{
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if (_isInCombatMode == value) return;
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_isInCombatMode = value;
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EntitySystem.Get<SharedActionsSystem>().SetToggled(CombatToggleAction, _isInCombatMode);
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if (CombatToggleAction != null)
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EntitySystem.Get<SharedActionsSystem>().SetToggled(CombatToggleAction, _isInCombatMode);
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Dirty();
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// Regenerate physics contacts -> Can probably just selectively check
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@@ -1,10 +1,13 @@
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using Content.Shared.Actions;
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using Content.Shared.Actions.ActionTypes;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.CombatMode
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{
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public abstract class SharedCombatModeSystem : EntitySystem
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{
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[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
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[Dependency] private readonly IPrototypeManager _protoMan = default!;
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public override void Initialize()
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{
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@@ -20,14 +23,32 @@ namespace Content.Shared.CombatMode
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private void OnStartup(EntityUid uid, SharedCombatModeComponent component, ComponentStartup args)
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{
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_actionsSystem.AddAction(uid, component.CombatToggleAction, null);
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_actionsSystem.AddAction(uid, component.DisarmAction, null);
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if (component.CombatToggleAction == null
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&& _protoMan.TryIndex(component.CombatToggleActionId, out InstantActionPrototype? toggleProto))
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{
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component.CombatToggleAction = new(toggleProto);
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}
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if (component.CombatToggleAction != null)
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_actionsSystem.AddAction(uid, component.CombatToggleAction, null);
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if (component.DisarmAction == null
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&& _protoMan.TryIndex(component.DisarmActionId, out EntityTargetActionPrototype? disarmProto))
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{
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component.DisarmAction = new(disarmProto);
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}
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if (component.DisarmAction != null)
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_actionsSystem.AddAction(uid, component.DisarmAction, null);
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}
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private void OnShutdown(EntityUid uid, SharedCombatModeComponent component, ComponentShutdown args)
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{
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_actionsSystem.RemoveAction(uid, component.CombatToggleAction);
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_actionsSystem.RemoveAction(uid, component.DisarmAction);
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if (component.CombatToggleAction != null)
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_actionsSystem.RemoveAction(uid, component.CombatToggleAction);
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if (component.DisarmAction != null)
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_actionsSystem.RemoveAction(uid, component.DisarmAction);
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}
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private void OnActionPerform(EntityUid uid, SharedCombatModeComponent component, ToggleCombatActionEvent args)
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@@ -52,6 +73,6 @@ namespace Content.Shared.CombatMode
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}
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}
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public sealed class ToggleCombatActionEvent : PerformActionEvent { }
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public sealed class DisarmActionEvent : PerformEntityTargetActionEvent { }
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public sealed class ToggleCombatActionEvent : InstantActionEvent { }
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public sealed class DisarmActionEvent : EntityTargetActionEvent { }
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}
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@@ -1,4 +1,4 @@
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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namespace Content.Shared.Inventory.Events;
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@@ -1,14 +1,18 @@
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using Content.Shared.Actions.ActionTypes;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Shared.Light.Component
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{
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[NetworkedComponent]
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public abstract class SharedHandheldLightComponent : Robust.Shared.GameObjects.Component
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{
|
||||
[DataField("toggleAction", required: true)]
|
||||
public InstantAction ToggleAction = new();
|
||||
[DataField("toggleActionId", customTypeSerializer:typeof(PrototypeIdSerializer<InstantActionPrototype>))]
|
||||
public string ToggleActionId = "ToggleLight";
|
||||
|
||||
[DataField("toggleAction")]
|
||||
public InstantAction? ToggleAction;
|
||||
|
||||
public const int StatusLevels = 6;
|
||||
|
||||
|
||||
@@ -5,4 +5,4 @@ namespace Content.Shared.Toggleable;
|
||||
/// <summary>
|
||||
/// Generic action-event for toggle-able components.
|
||||
/// </summary>
|
||||
public sealed class ToggleActionEvent : PerformActionEvent { }
|
||||
public sealed class ToggleActionEvent : InstantActionEvent { }
|
||||
|
||||
Reference in New Issue
Block a user