}
else if (args.Event.Function == EngineKeyFunctions.UseSecondary && selectedPlayer.NetEntity != null)
{
- _uiManager.GetUIController<VerbMenuUIController>().OpenVerbMenu(_entManager.GetEntity(selectedPlayer.NetEntity.Value));
+ _uiManager.GetUIController<VerbMenuUIController>().OpenVerbMenu(selectedPlayer.NetEntity.Value, true);
}
}
[GenerateTypedNameReferences]
public sealed partial class PlayerTab : Control
{
+ [Dependency] private readonly IEntityManager _entManager = default!;
+ [Dependency] private readonly IPlayerManager _playerMan = default!;
+
private const string ArrowUp = "↑";
private const string ArrowDown = "↓";
private readonly Color _altColor = Color.FromHex("#292B38");
private readonly Color _defaultColor = Color.FromHex("#2F2F3B");
- private IEntityManager _entManager;
private readonly AdminSystem _adminSystem;
private IReadOnlyList<PlayerInfo> _players = new List<PlayerInfo>();
public PlayerTab()
{
- _entManager = IoCManager.Resolve<IEntityManager>();
+ IoCManager.InjectDependencies(this);
_adminSystem = _entManager.System<AdminSystem>();
RobustXamlLoader.Load(this);
RefreshPlayerList(_adminSystem.PlayerList);
foreach (var child in PlayerList.Children.ToArray())
{
if (child is PlayerTabEntry)
- child.Orphan();
+ child.Dispose();
}
_players = players;
-
- var playerManager = IoCManager.Resolve<IPlayerManager>();
- PlayerCount.Text = $"Players: {playerManager.PlayerCount}";
+ PlayerCount.Text = $"Players: {_playerMan.PlayerCount}";
var sortedPlayers = new List<PlayerInfo>(players);
sortedPlayers.Sort(Compare);
if (function == EngineKeyFunctions.UIClick)
_conHost.ExecuteCommand($"vv {entity}");
else if (function == EngineKeyFunctions.UseSecondary)
- _verb.OpenVerbMenu(EntityManager.GetEntity(entity), true);
+ _verb.OpenVerbMenu(entity, true);
else
return;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controllers;
using Robust.Shared.Input;
+using Robust.Shared.Utility;
namespace Content.Client.Verbs.UI
{
[UISystemDependency] private readonly CombatModeSystem _combatMode = default!;
[UISystemDependency] private readonly VerbSystem _verbSystem = default!;
- public EntityUid CurrentTarget;
+ public NetEntity CurrentTarget;
public SortedSet<Verb> CurrentVerbs = new();
/// <summary>
/// </param>
public void OpenVerbMenu(EntityUid target, bool force = false, ContextMenuPopup? popup=null)
{
- if (_playerManager.LocalPlayer?.ControlledEntity is not {Valid: true} user ||
- _combatMode.IsInCombatMode(user))
+ DebugTools.Assert(target.IsValid());
+ OpenVerbMenu(EntityManager.GetNetEntity(target), force, popup);
+ }
+
+ /// <summary>
+ /// Open a verb menu and fill it with verbs applicable to the given target entity.
+ /// </summary>
+ /// <param name="target">Entity to get verbs on.</param>
+ /// <param name="force">Used to force showing all verbs. Only works on networked entities if the user is an admin.</param>
+ /// <param name="popup">
+ /// If this is not null, verbs will be placed into the given popup instead.
+ /// </param>
+ public void OpenVerbMenu(NetEntity target, bool force = false, ContextMenuPopup? popup=null)
+ {
+ DebugTools.Assert(target.IsValid());
+ if (_playerManager.LocalEntity is not {Valid: true} user)
+ return;
+
+ if (!force && _combatMode.IsInCombatMode(user))
return;
Close();
// Add indicator that some verbs may be missing.
// I long for the day when verbs will all be predicted and this becomes unnecessary.
- if (!EntityManager.IsClientSide(target))
+ if (!target.IsClientSide())
{
_context.AddElement(menu, new ContextMenuElement(Loc.GetString("verb-system-waiting-on-server-text")));
}
private void HandleVerbsResponse(VerbsResponseEvent msg)
{
- if (OpenMenu == null || !OpenMenu.Visible || CurrentTarget != EntityManager.GetEntity(msg.Entity))
+ if (OpenMenu == null || !OpenMenu.Visible || CurrentTarget != msg.Entity)
return;
AddServerVerbs(msg.Verbs, OpenMenu);
/// </summary>
public SortedSet<Verb> GetVerbs(EntityUid target, EntityUid user, Type type, bool force = false)
{
- return GetVerbs(target, user, new List<Type>() { type }, force);
+ return GetVerbs(GetNetEntity(target), user, new List<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<Verb> GetVerbs(EntityUid target, EntityUid user, List<Type> verbTypes,
+ public SortedSet<Verb> GetVerbs(NetEntity target, EntityUid user, List<Type> verbTypes,
bool force = false)
{
- if (!IsClientSide(target))
- {
- RaiseNetworkEvent(new RequestServerVerbsEvent(GetNetEntity(target), verbTypes, adminRequest: force));
- }
+ if (!target.IsClientSide())
+ RaiseNetworkEvent(new RequestServerVerbsEvent(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))
+ if (!TryGetEntity(target, out var local))
return new();
- return GetLocalVerbs(target, user, verbTypes, force);
+ return GetLocalVerbs(local.Value, user, verbTypes, force);
}
+
/// <summary>
/// Execute actions associated with the given verb.
/// </summary>
/// </remarks>
public void ExecuteVerb(EntityUid target, Verb verb)
{
- var user = _playerManager.LocalPlayer?.ControlledEntity;
- if (user == null)
+ ExecuteVerb(GetNetEntity(target), verb);
+ }
+
+ /// <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 ExecuteVerb(NetEntity target, Verb verb)
+ {
+ if ( _playerManager.LocalEntity is not {} user)
return;
// is this verb actually valid?
{
// maybe send an informative pop-up message.
if (!string.IsNullOrWhiteSpace(verb.Message))
- _popupSystem.PopupEntity(verb.Message, user.Value);
+ _popupSystem.PopupEntity(verb.Message, user);
return;
}
- if (verb.ClientExclusive || IsClientSide(target))
+ if (verb.ClientExclusive || target.IsClientSide())
// is this a client exclusive (gui) verb?
- ExecuteVerb(verb, user.Value, target);
+ ExecuteVerb(verb, user, GetEntity(target));
else
- EntityManager.RaisePredictiveEvent(new ExecuteVerbEvent(GetNetEntity(target), verb));
+ EntityManager.RaisePredictiveEvent(new ExecuteVerbEvent(target, verb));
}
private void HandleVerbResponse(VerbsResponseEvent msg)
if (user == null)
return;
- var target = GetEntity(args.Target);
+ if (!TryGetEntity(args.Target, out var target))
+ return;
// It is possible that client-side prediction can cause this event to be raised after the target entity has
// been deleted. So we need to check that the entity still exists.
- if (Deleted(target) || Deleted(user))
+ if (Deleted(user))
return;
// Get the list of verbs. This effectively also checks that the requested verb is in fact a valid verb that
// the user can perform.
- var verbs = GetLocalVerbs(target, user.Value, args.RequestedVerb.GetType());
+ var verbs = GetLocalVerbs(target.Value, user.Value, args.RequestedVerb.GetType());
// 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.
// Find the requested verb.
if (verbs.TryGetValue(args.RequestedVerb, out var verb))
- ExecuteVerb(verb, user.Value, target);
+ ExecuteVerb(verb, user.Value, target.Value);
}
/// <summary>