using Content.Shared.Database;
using Content.Shared.Interaction.Events;
using Content.Shared.Inventory;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
namespace Content.Shared.Verbs
{
///
/// Verb objects describe actions that a user can take. The actions can be specified via an Action, local
/// events, or networked events. Verbs also provide text, icons, and categories for displaying in the
/// context-menu.
///
[Serializable, NetSerializable, Virtual]
public class Verb : IComparable
{
public static string DefaultTextStyleClass = "Verb";
///
/// Determines the priority of this type of verb when displaying in the verb-menu. See .
///
public virtual int TypePriority => 0;
///
/// Style class for drawing in the context menu
///
public string TextStyleClass = DefaultTextStyleClass;
///
/// This is an action that will be run when the verb is "acted" out.
///
///
/// This delegate probably just points to some function in the system assembling this verb. This delegate
/// will be run regardless of whether is defined.
///
[NonSerialized]
public Action? Act;
///
/// This is a general local event that will be raised when the verb is executed.
///
///
/// If not null, this event will be raised regardless of whether was run. If this event
/// exists purely to call a specific system method, then should probably be used instead (method
/// events are a no-go).
///
[NonSerialized]
public object? ExecutionEventArgs;
///
/// Where do direct the local event. If invalid, the event is not raised directed at any entity.
///
[NonSerialized]
public EntityUid EventTarget = EntityUid.Invalid;
///
/// Whether a verb is only defined client-side. Note that this has nothing to do with whether the target of
/// the verb is client-side
///
///
/// If true, the client will not also ask the server to run this verb when executed locally. This just
/// prevents unnecessary network events and "404-verb-not-found" log entries.
///
[NonSerialized]
public bool ClientExclusive;
///
/// The text that the user sees on the verb button.
///
public string Text = string.Empty;
///
/// Sprite of the icon that the user sees on the verb button.
///
public SpriteSpecifier? Icon;
///
/// Name of the category this button is under. Used to group verbs in the context menu.
///
public VerbCategory? Category;
///
/// Whether this verb is disabled.
///
///
/// Disabled verbs are shown in the context menu with a slightly darker background color, and cannot be
/// executed. It is recommended that a message be provided outlining why this verb is
/// disabled.
///
public bool Disabled;
///
/// Optional informative message.
///
///
/// This will be shown as a tooltip when hovering over this verb in the context menu. Additionally, iF a
/// verb is executed, this message will also be shown as a pop-up message. Useful for
/// disabled verbs to inform users about why they cannot perform a given action.
///
public string? Message;
///
/// Determines the priority of the verb. This affects both how the verb is displayed in the context menu
/// GUI, and which verb is actually executed when left/alt clicking.
///
///
/// Bigger is higher priority (appears first, gets executed preferentially).
///
public int Priority;
///
/// If this is not null, and no icon or icon texture were specified, a sprite view of this entity will be
/// used as the icon for this verb.
///
public NetEntity? IconEntity;
///
/// Whether or not to close the context menu after using it to run this verb.
///
///
/// Setting this to false may be useful for repeatable actions, like rotating an object or maybe knocking on
/// a window.
///
public bool? CloseMenu;
public virtual bool CloseMenuDefault => true;
///
/// How important is this verb, for the purposes of admin logging?
///
///
/// If this is just opening a UI or ejecting an id card, this should probably be low.
///
public LogImpact Impact = LogImpact.Low;
///
/// Whether this verb requires confirmation before being executed.
///
public bool ConfirmationPopup = false;
///
/// If true, this verb will raise s when executed. If not explicitly
/// specified, this will just default to raising the event if is
/// true and the user is in range.
///
public bool? DoContactInteraction;
public virtual bool DefaultDoContactInteraction => false;
///
/// Compares two verbs based on their , , ,
/// and .
///
///
///
/// This is comparison is used when storing verbs in a SortedSet. The ordering of verbs determines both how
/// the verbs are displayed in the context menu, and the order in which alternative action verbs are
/// executed when alt-clicking.
///
///
/// If two verbs are equal according to this comparison, they cannot both be added to the same sorted set of
/// verbs. This is desirable, given that these verbs would also appear identical in the context menu.
/// Distinct verbs should always have a unique and descriptive combination of text, icon, and category.
///
///
public int CompareTo(object? obj)
{
if (obj is not Verb otherVerb)
return -1;
// Sort first by type-priority
if (TypePriority != otherVerb.TypePriority)
return otherVerb.TypePriority - TypePriority;
// Then by verb-priority
if (Priority != otherVerb.Priority)
return otherVerb.Priority - Priority;
// Then try use alphabetical verb categories. Uncategorized verbs always appear first.
if (Category?.Text != otherVerb.Category?.Text)
{
return string.Compare(Category?.Text, otherVerb.Category?.Text, StringComparison.CurrentCulture);
}
// Then try use alphabetical verb text.
if (Text != otherVerb.Text)
{
return string.Compare(Text, otherVerb.Text, StringComparison.CurrentCulture);
}
if (IconEntity != otherVerb.IconEntity)
{
if (IconEntity == null)
return -1;
if (otherVerb.IconEntity == null)
return 1;
return IconEntity.Value.CompareTo(otherVerb.IconEntity.Value);
}
// Finally, compare icon texture paths. Note that this matters for verbs that don't have any text (e.g., the rotate-verbs)
return string.Compare(Icon?.ToString(), otherVerb.Icon?.ToString(), StringComparison.CurrentCulture);
}
// I hate this. Please somebody allow generics to be networked.
///
/// Collection of all verb types,
///
///
/// Useful when iterating over verb types, though maybe this should be obtained and stored via reflection or
/// something (list of all classes that inherit from Verb). Currently used for networking (apparently Type
/// is not serializable?), and resolving console commands.
///
public static List VerbTypes = new()
{
typeof(Verb),
typeof(VvVerb),
typeof(InteractionVerb),
typeof(UtilityVerb),
typeof(InnateVerb),
typeof(AlternativeVerb),
typeof(ActivationVerb),
typeof(ExamineVerb),
typeof(EquipmentVerb)
};
}
///
/// View variables verbs.
///
/// Currently only used for the verb that opens the view variables panel.
[Serializable, NetSerializable]
public sealed class VvVerb : Verb
{
public override int TypePriority => int.MaxValue;
}
///
/// Primary interaction verbs. This includes both use-in-hand and interacting with external entities.
///
///
/// These verbs those that involve using the hands or the currently held item on some entity. These verbs usually
/// correspond to interactions that can be triggered by left-clicking or using 'Z', and often depend on the
/// currently held item. These verbs are collectively shown first in the context menu.
///
[Serializable, NetSerializable]
public sealed class InteractionVerb : Verb
{
public new static string DefaultTextStyleClass = "InteractionVerb";
public override int TypePriority => 4;
public override bool DefaultDoContactInteraction => true;
public InteractionVerb() : base()
{
TextStyleClass = DefaultTextStyleClass;
}
}
///
/// These verbs are similar to the normal interaction verbs, except these interactions are facilitated by the
/// currently held entity.
///
///
/// The only notable difference between these and InteractionVerbs is that they are obtained by raising an event
/// directed at the currently held entity. Distinguishing between utility and interaction verbs helps avoid
/// confusion if a component enables verbs both when the item is used on something else, or when it is the
/// target of an interaction. These verbs are only obtained if the target and the held entity are NOT the same.
///
[Serializable, NetSerializable]
public sealed class UtilityVerb : Verb
{
public override int TypePriority => 3;
public override bool DefaultDoContactInteraction => true;
public UtilityVerb() : base()
{
TextStyleClass = InteractionVerb.DefaultTextStyleClass;
}
}
///
/// This is for verbs facilitated by components on the user.
/// Verbs from clothing, species, etc. rather than a held item.
///
///
/// Add a component to the user's entity and sub to the get verbs event
/// and it'll appear in the verbs menu on any target.
///
[Serializable, NetSerializable]
public sealed class InnateVerb : Verb
{
public override int TypePriority => 3;
public InnateVerb() : base()
{
TextStyleClass = InteractionVerb.DefaultTextStyleClass;
}
}
///
/// Verbs for alternative-interactions.
///
///
/// When interacting with an entity via alt + left-click/E/Z the highest priority alt-interact verb is executed.
/// These verbs are collectively shown second-to-last in the context menu.
///
[Serializable, NetSerializable]
public sealed class AlternativeVerb : Verb
{
public override int TypePriority => 2;
public new static string DefaultTextStyleClass = "AlternativeVerb";
public override bool DefaultDoContactInteraction => true;
public AlternativeVerb() : base()
{
TextStyleClass = DefaultTextStyleClass;
}
}
///
/// Activation-type verbs.
///
///
/// These are verbs that activate an item in the world but are independent of the currently held items. For
/// example, opening a door or a GUI. These verbs should correspond to interactions that can be triggered by
/// using 'E', though many of those can also be triggered by left-mouse or 'Z' if there is no other interaction.
/// These verbs are collectively shown second in the context menu.
///
[Serializable, NetSerializable]
public sealed class ActivationVerb : Verb
{
public override int TypePriority => 1;
public new static string DefaultTextStyleClass = "ActivationVerb";
public override bool DefaultDoContactInteraction => true;
public ActivationVerb() : base()
{
TextStyleClass = DefaultTextStyleClass;
}
}
[Serializable, NetSerializable]
public sealed class ExamineVerb : Verb
{
public override int TypePriority => 0;
public override bool CloseMenuDefault => false; // for examine verbs, this will close the examine tooltip.
public bool ShowOnExamineTooltip = true;
}
///
/// Verbs specifically for interactions that occur with equipped entities. These verbs are unique in that they
/// can be used via the stripping UI. Additionally, when getting verbs on an entity with an inventory it will
/// these automatically relay the event to all equipped items via a
/// .
///
[Serializable, NetSerializable]
public sealed class EquipmentVerb : Verb
{
public override int TypePriority => 5;
}
}