* Content changes for engine delta-state PR (#28134) * Update GasTileOverlayState * Update DecalGridState * Update NavMapState * poke * poke2 * poke3 * Poke dem tests * Update engine to v223.0.0 (#28239) * Update RobustToolbox * Improve InteractionSystem range & BUI checks (#27999) * Improve InteractionSystem range & BUI checks * Ghost fixes * AAA * Fix test * fix nullable * revert to broadcast event * Fixes for eengine PR * Ah buckle code * ) * Update engine to v223.0.0 * Update engine to v223.1.0 * Update engine to v223.1.1 * Hotfix for crashes from bad item names (#28256) * Fix weapon error logs (#28264) * Update engine to v223.1.2 (#28273) * Update RobustToolbox * Update RobustToolbox * Fix dud modular grenade visuals (#28265) * Fix not networking whitelist and blacklist in storage component (#28238) * fix id card console not updating records (#28237) * fix id card console not updating records * test --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * Remove the network tab (#28231) It is useless and bloat, if a user needs to change these settings they are free to modify their cvars manually via the clientconfig.toml file or via the cvar command. * antag objective issuing refactor (#28216) * add AntagObjectives from GenericAntag * add AntagRandomObjectives that traitor and thief can use * make ObjectivesSystem use initial character name which AntagSelection passes * make thief and traitor use AntagRandomObjectives * remove now unused locale * make sleeper agents rule use baseTraitorRule * restore dragon rule oop * bandaid for genericantag * real * typo --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * move nukie profile loading into its own rule (#28208) * move profile loading out of nukeops rule * make BaseNukeopsRule and use AntagLoadProfileRule * untroll --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * fix antagSelect * Objects ordered through cargo system shouldn't start anchored (#28115) * Order normal space heater instead of anchored variant * Make sure ordered objects don't spawn anchored * Order space heater flatpack instead of a regular space heater * Remove obsolete TODO * Remove unnecessary name --------- Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es> * Move PendingZombieComponent to Shared (#28143) * Move PendingZombieComponent to Shared * network me boy --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Make it possible to hide full health bars below a total damage threshold (#28127) * Make it possible to hide full health bars below a total damage threshold * Fix not setting state * Fix storage UI interactions (#28291) * Fix storage UI interactions * Add VV support * Fix stripping not marking interactions as handled (#28292) * Make NetworkConfigurator use BoundUserInterfaceCheckRangeEvent (#28293) * Fix hypodarts not injecting with people that have ANY outerclothing (#28301) Update darts.yml * fix borg ui mispredict opening (#28305) move borg ui junk to shared * Add loadout group check (#28311) Forgot to add it back in one of the rewrites. * fix mirror server crashes (#28318) * Remove bogus C# finalizers (#28315) Begging people to learn how this programming language works before throwing random syntax into a file. None of these finalizers ever worked. I also checked whether they were memory leaks and needed *proper* shutdown logic, but they're all instantiated-once UI controls that last for the entire lifetime of the program so it's probably fine. * Cleans up some entity-related spawnmenu stuff (#28234) * cleans up a lot of stuff in the spawnmenu * skibidi dode * spawners update * Revert "spawners update" This reverts commit bc27d9f556b29f6fb1f89cebbe0ac37e28319fd0. * fix antag selection being evil (#28197) * fix antag selection being evil * fix test * untroll the other tests * remove role timer troll * Allow tests to modify antag preferences * Fix antag selection * Misc test fixes * Add AntagPreferenceTest * Fix lazy mistakes * Test cleanup * Try stop players in lobbies from being assigned mid-round antags * ranting * I am going insane --------- Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: ElectroJr <leonsfriedrich@gmail.com> * Revert "fix mirror server crashes (#28318)" This reverts commit bcb0e555b058a4049d0cdb32d64eaf86c35a67be. * fix * Update engine to 223.2.0 (#28329) * Update RobustToolbox * Update RobustToolbox --------- Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: Tayrtahn <tayrtahn@gmail.com> Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: Vasilis <vasilis@pikachu.systems> Co-authored-by: eoineoineoin <github@eoinrul.es> Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es> Co-authored-by: Ady4ik <141335742+Ady4ik@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: ElectroJr <leonsfriedrich@gmail.com> Co-authored-by: Kara <lunarautomaton6@gmail.com>
197 lines
8.6 KiB
C#
197 lines
8.6 KiB
C#
using Content.Shared.ActionBlocker;
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using Content.Shared.Hands.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory.VirtualItem;
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using Robust.Shared.Containers;
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namespace Content.Shared.Verbs
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{
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public abstract class SharedVerbSystem : EntitySystem
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{
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[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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[Dependency] protected readonly SharedContainerSystem ContainerSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeAllEvent<ExecuteVerbEvent>(HandleExecuteVerb);
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}
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private void HandleExecuteVerb(ExecuteVerbEvent args, EntitySessionEventArgs eventArgs)
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{
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var user = eventArgs.SenderSession.AttachedEntity;
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if (user == null)
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return;
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if (!TryGetEntity(args.Target, out var target))
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return;
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// It is possible that client-side prediction can cause this event to be raised after the target entity has
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// been deleted. So we need to check that the entity still exists.
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if (Deleted(user))
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return;
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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(target.Value, 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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// The one exception here is the "other" verb type, which has 3-4 verbs + all the debug verbs.
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// Find the requested verb.
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if (verbs.TryGetValue(args.RequestedVerb, out var verb))
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ExecuteVerb(verb, user.Value, target.Value);
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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, Type type, bool force = false)
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{
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return GetLocalVerbs(target, user, new List<Type>() { type }, force);
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}
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/// <inheritdoc cref="GetLocalVerbs(Robust.Shared.GameObjects.EntityUid,Robust.Shared.GameObjects.EntityUid,System.Type,bool)"/>
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public SortedSet<Verb> GetLocalVerbs(EntityUid target, EntityUid user, List<Type> types, bool force = false)
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{
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return GetLocalVerbs(target, user, types, out _, force);
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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,
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out List<VerbCategory> extraCategories, bool force = false)
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{
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SortedSet<Verb> verbs = new();
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extraCategories = new();
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// accessibility checks
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var canAccess = force || _interactionSystem.InRangeAndAccessible(user, target);
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// A large number of verbs need to check action blockers. Instead of repeatedly having each system individually
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// call ActionBlocker checks, just cache it for the verb request.
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var canInteract = force || _actionBlockerSystem.CanInteract(user, target);
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EntityUid? @using = null;
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if (TryComp(user, out HandsComponent? hands) && (force || _actionBlockerSystem.CanUseHeldEntity(user)))
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{
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// if we don't actually have any hands, pass in a null value for the events.
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if (hands.Count == 0)
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{
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hands = null;
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}
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else
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{
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@using = hands.ActiveHandEntity;
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// Check whether the "Held" entity is a virtual pull entity. If yes, set that as the entity being "Used".
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// This allows you to do things like buckle a dragged person onto a surgery table, without click-dragging
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// their sprite.
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if (TryComp(@using, out VirtualItemComponent? pull))
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{
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@using = pull.BlockingEntity;
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}
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}
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}
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// TODO: fix this garbage and use proper generics or reflection or something else, not this.
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if (types.Contains(typeof(InteractionVerb)))
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{
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var verbEvent = new GetVerbsEvent<InteractionVerb>(user, target, @using, hands, canInteract, canAccess, extraCategories);
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RaiseLocalEvent(target, verbEvent, true);
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verbs.UnionWith(verbEvent.Verbs);
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}
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if (types.Contains(typeof(UtilityVerb))
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&& @using != null
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&& @using != target)
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{
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var verbEvent = new GetVerbsEvent<UtilityVerb>(user, target, @using, hands, canInteract, canAccess, extraCategories);
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RaiseLocalEvent(@using.Value, verbEvent, true); // directed at used, not at target
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verbs.UnionWith(verbEvent.Verbs);
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}
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if (types.Contains(typeof(InnateVerb)))
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{
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var verbEvent = new GetVerbsEvent<InnateVerb>(user, target, @using, hands, canInteract, canAccess, extraCategories);
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RaiseLocalEvent(user, verbEvent, true);
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verbs.UnionWith(verbEvent.Verbs);
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}
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if (types.Contains(typeof(AlternativeVerb)))
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{
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var verbEvent = new GetVerbsEvent<AlternativeVerb>(user, target, @using, hands, canInteract, canAccess, extraCategories);
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RaiseLocalEvent(target, verbEvent, true);
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verbs.UnionWith(verbEvent.Verbs);
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}
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if (types.Contains(typeof(ActivationVerb)))
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{
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var verbEvent = new GetVerbsEvent<ActivationVerb>(user, target, @using, hands, canInteract, canAccess, extraCategories);
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RaiseLocalEvent(target, verbEvent, true);
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verbs.UnionWith(verbEvent.Verbs);
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}
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if (types.Contains(typeof(ExamineVerb)))
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{
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var verbEvent = new GetVerbsEvent<ExamineVerb>(user, target, @using, hands, canInteract, canAccess, extraCategories);
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RaiseLocalEvent(target, verbEvent, true);
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verbs.UnionWith(verbEvent.Verbs);
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}
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// generic verbs
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if (types.Contains(typeof(Verb)))
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{
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var verbEvent = new GetVerbsEvent<Verb>(user, target, @using, hands, canInteract, canAccess, extraCategories);
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RaiseLocalEvent(target, verbEvent, true);
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verbs.UnionWith(verbEvent.Verbs);
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}
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if (types.Contains(typeof(EquipmentVerb)))
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{
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var access = canAccess || _interactionSystem.CanAccessEquipment(user, target);
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var verbEvent = new GetVerbsEvent<EquipmentVerb>(user, target, @using, hands, canInteract, access, extraCategories);
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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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}
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/// <summary>
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/// Execute the provided verb.
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/// </summary>
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/// <remarks>
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/// This will try to call the action delegates and raise the local events for the given verb.
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/// </remarks>
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public virtual void ExecuteVerb(Verb verb, EntityUid user, EntityUid target, bool forced = false)
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{
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// invoke any relevant actions
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verb.Act?.Invoke();
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// Maybe raise a local event
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if (verb.ExecutionEventArgs != null)
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{
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if (verb.EventTarget.IsValid())
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RaiseLocalEvent(verb.EventTarget, verb.ExecutionEventArgs);
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else
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RaiseLocalEvent(verb.ExecutionEventArgs);
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}
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if (Deleted(user) || Deleted(target))
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return;
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// Perform any contact interactions
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if (verb.DoContactInteraction ?? (verb.DefaultDoContactInteraction && _interactionSystem.InRangeUnobstructed(user, target)))
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_interactionSystem.DoContactInteraction(user, target);
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}
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}
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}
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