fish-station/Content.Client/_Sunrise/Radials/RadialSystem.cs
ThereDrD 8efeca7f48
Питомцы (#391)
* init

* port better radials

* change wizden radials to new radials

* minor radial ui refactor

* less redundant values

* cleanup

* minor cleanup + refactor

* rename action + base ghost logic

* ghost actions update

* attack action + better action granting

* add missing translation

* add debug entity for testing

* add radial actions sprites

* micro fixes

* translations for ghost panel

* fix attack action logic

* new pet action sprites

* better attack target action params

* add 2 new stock pets

* add translation string for new pets

* add additional checks for petting + cute effect for successful petting

* add transfer pets to new body logic for cloning and gibbing

* add summary for OnMasterGibbed

* add stock pets to loadout menu

* fix OnMasterGibbed logic and change it to OnMasterShutdown

* add localisation support

* add logic for shutdown pet component

* pets that spawned as loadout automatically linked now

* added new pets

* cleanup

* more pets

* ы

* фиксы

---------

Co-authored-by: SplikZerys <tronezero700@yandex.ru>
Co-authored-by: Vigers Ray <60344369+VigersRay@users.noreply.github.com>
Co-authored-by: Vigers Ray <vigersray@gmail.com>
2025-01-11 07:53:23 +03:00

237 lines
7.8 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Client.Examine;
using Content.Client.Gameplay;
using Content.Client.Popups;
using Content.Shared.Examine;
using Content.Shared.Tag;
using Content.Shared._Sunrise.Radials;
using Content.Shared._Sunrise.Radials.Systems;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Client.State;
using Robust.Shared.Map;
using Robust.Shared.Utility;
namespace Content.Client._Sunrise.Radials;
[UsedImplicitly]
public sealed class RadialSystem : SharedRadialSystem
{
[Dependency] private readonly PopupSystem _popupSystem = default!;
[Dependency] private readonly ExamineSystem _examineSystem = default!;
[Dependency] private readonly TagSystem _tagSystem = default!;
[Dependency] private readonly IStateManager _stateManager = default!;
[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly TransformSystem _transform = default!;
[Dependency] private readonly IEyeManager _eyeManager = default!;
/// <summary>
/// When a user right clicks somewhere, how large is the box we use to get entities for the context menu?
/// </summary>
public const float EntityMenuLookupSize = 0.25f;
/// <summary>
/// These flags determine what entities the user can see on the context menu.
/// </summary>
public MenuVisibility Visibility;
private const string HideTag = "HideContextMenu";
public Action<RadialsResponseEvent>? OnRadialsResponse;
public override void Initialize()
{
base.Initialize();
SubscribeNetworkEvent<RadialsResponseEvent>(HandleRadialsResponse);
}
/// <summary>
/// Get all of the entities in an area for displaying on the context menu.
/// </summary>
public bool TryGetEntityMenuEntities(MapCoordinates targetPos, [NotNullWhen(true)] out List<EntityUid>? result)
{
result = null;
if (_stateManager.CurrentState is not GameplayStateBase gameScreenBase)
return false;
var player = _playerManager.LocalEntity;
if (player == null)
return false;
// If FOV drawing is disabled, we will modify the visibility option to ignore visiblity checks.
var visibility = _eyeManager.CurrentEye.DrawFov
? Visibility
: Visibility | MenuVisibility.NoFov;
// Get entities
List<EntityUid> entities;
// Do we have to do FoV checks?
if ((visibility & MenuVisibility.NoFov) == 0)
{
var entitiesUnderMouse = gameScreenBase.GetClickableEntities(targetPos).ToHashSet();
bool Predicate(EntityUid e) => e == player || entitiesUnderMouse.Contains(e);
// first check the general location.
if (!_examineSystem.CanExamine(player.Value, targetPos, Predicate))
return false;
TryComp(player.Value, out ExaminerComponent? examiner);
// Then check every entity
entities = new();
foreach (var ent in _entityLookup.GetEntitiesInRange(targetPos, EntityMenuLookupSize))
{
if (_examineSystem.CanExamine(player.Value, targetPos, Predicate, ent, examiner))
entities.Add(ent);
}
}
else
{
entities = _entityLookup.GetEntitiesInRange(targetPos, EntityMenuLookupSize).ToList();
}
if (entities.Count == 0)
return false;
if (visibility == MenuVisibility.All)
{
result = entities;
return true;
}
// remove any entities in containers
if ((visibility & MenuVisibility.InContainer) == 0)
{
for (var i = entities.Count - 1; i >= 0; i--)
{
var entity = entities[i];
if (ContainerSystem.IsInSameOrTransparentContainer(player.Value, entity))
continue;
entities.RemoveSwap(i);
}
}
// remove any invisible entities
if ((visibility & MenuVisibility.Invisible) == 0)
{
for (var i = entities.Count - 1; i >= 0; i--)
{
var entity = entities[i];
if (!TryComp<SpriteComponent>(entity, out var sprite))
continue;
if (!sprite.Visible || _tagSystem.HasTag(entity, HideTag))
entities.RemoveSwap(i);
}
}
// Remove any entities that do not have LOS
if ((visibility & MenuVisibility.NoFov) == 0)
{
var playerPos = _transform.GetMapCoordinates(player.Value);
for (var i = entities.Count - 1; i >= 0; i--)
{
var entity = entities[i];
if (!_examineSystem.InRangeUnOccluded(
playerPos,
_transform.GetMapCoordinates(entity),
ExamineSystemShared.ExamineRange,
null))
{
entities.RemoveSwap(i);
}
}
}
if (entities.Count == 0)
return false;
result = entities;
return true;
}
/// <summary>
/// Asks the server to send back a list of server-side verbs, for the given verb type.
/// </summary>
public SortedSet<Radial> GetRadials(EntityUid target, EntityUid user, Type type, bool force = false)
{
return GetRadials(target, user, new HashSet<Type>() { type }, force);
}
/// <summary>
/// Ask the server to send back a list of server-side verbs, and for now return an incomplete list of verbs
/// (only those defined locally).
/// </summary>
public SortedSet<Radial> GetRadials(
EntityUid target,
EntityUid user,
HashSet<Type> verbTypes,
bool force = false)
{
if (!IsClientSide(target))
RaiseNetworkEvent(new RequestServerRadialsEvent(GetNetEntity(target), verbTypes, adminRequest: force));
// Some admin menu interactions will try get verbs for entities that have not yet been sent to the player.
if (!Exists(target))
return new();
return GetLocalRadials(target, user, verbTypes, force);
}
/// <summary>
/// Execute actions associated with the given verb.
/// </summary>
/// <remarks>
/// Unless this is a client-exclusive verb, this will also tell the server to run the same verb.
/// </remarks>
public void ExecuteRadial(EntityUid target, Radial radial)
{
var user = _playerManager.LocalEntity;
if (user == null)
return;
// is this verb actually valid?
if (radial.Disabled)
{
// maybe send an informative pop-up message.
if (!string.IsNullOrWhiteSpace(radial.Message))
_popupSystem.PopupEntity(radial.Message, user.Value);
return;
}
if (radial.ClientExclusive || IsClientSide(target))
ExecuteRadial(radial, user.Value, target);
else
EntityManager.RaisePredictiveEvent(new ExecuteRadialEvent(GetNetEntity(target), radial));
}
private void HandleRadialsResponse(RadialsResponseEvent msg)
{
OnRadialsResponse?.Invoke(msg);
}
}
[Flags]
public enum MenuVisibility
{
// What entities can a user see on the entity menu?
Default = 0, // They can only see entities in FoV.
NoFov = 1 << 0, // They ignore FoV restrictions
InContainer = 1 << 1, // They can see through containers.
Invisible = 1 << 2, // They can see entities without sprites and the "HideContextMenu" tag is ignored.
All = NoFov | InContainer | Invisible
}