Patched Actions Rework (#6899)
* Rejig Actions * fix merge errors * lambda-b-gon * fix PAI, add innate actions * Revert "fix PAI, add innate actions" This reverts commit 4b501ac083e979e31ebd98d7b98077e0dbdd344b. * Just fix by making nullable. if only require: true actually did something somehow. * Make AddActions() ensure an actions component and misc comments * misc cleanup * Limit range even when not checking for obstructions * remove old guardian code * rename function and make EntityUid nullable * fix magboot bug * fix action search menu * make targeting toggle all equivalent actions * fix combat popups (enabling <-> disabling) * fix networking * Allow action locking * prevent telepathy
This commit is contained in:
@@ -1,5 +1,7 @@
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using System;
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using Content.Client.Stylesheets;
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using Content.Shared.Actions;
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using Content.Shared.Actions.ActionTypes;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared.IoC;
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using Robust.Shared.Timing;
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@@ -89,7 +91,7 @@ namespace Content.Client.Actions.UI
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{
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var duration = Cooldown.Value.End - Cooldown.Value.Start;
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_cooldownLabel.SetMessage(FormattedMessage.FromMarkup(
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$"[color=#a10505]{duration.Seconds} sec cooldown ({timeLeft.Seconds + 1} sec remaining)[/color]"));
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$"[color=#a10505]{(int) duration.TotalSeconds} sec cooldown ({(int) timeLeft.TotalSeconds + 1} sec remaining)[/color]"));
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_cooldownLabel.Visible = true;
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}
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else
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@@ -1,22 +1,16 @@
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using System;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Linq;
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using System.Text;
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using System.Text.RegularExpressions;
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using Content.Client.Actions.Assignments;
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using Content.Client.DragDrop;
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using Content.Client.HUD;
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using Content.Client.Stylesheets;
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using Content.Shared.Actions;
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using Content.Shared.Actions.Prototypes;
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using Content.Shared.Actions.ActionTypes;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Client.Utility;
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using Robust.Shared.Input;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Timing;
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using static Robust.Client.UserInterface.Controls.BaseButton;
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using static Robust.Client.UserInterface.Controls.BoxContainer;
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@@ -29,28 +23,35 @@ namespace Content.Client.Actions.UI
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/// </summary>
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public sealed class ActionMenu : DefaultWindow
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{
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private const string ItemTag = "item";
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private const string NotItemTag = "not item";
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private const string InstantActionTag = "instant";
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private const string ToggleActionTag = "toggle";
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private const string TargetActionTag = "target";
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private const string AllActionsTag = "all";
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private const string GrantedActionsTag = "granted";
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// Pre-defined global filters that can be used to select actions based on their properties (as opposed to their
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// own yaml-defined filters).
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// TODO LOC STRINGs
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private const string AllFilter = "all";
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private const string ItemFilter = "item";
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private const string InnateFilter = "innate";
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private const string EnabledFilter = "enabled";
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private const string InstantFilter = "instant";
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private const string TargetedFilter = "targeted";
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private readonly string[] _filters =
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{
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AllFilter,
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ItemFilter,
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InnateFilter,
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EnabledFilter,
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InstantFilter,
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TargetedFilter
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};
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private const int MinSearchLength = 3;
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private static readonly Regex NonAlphanumeric = new Regex(@"\W", RegexOptions.Compiled);
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private static readonly Regex Whitespace = new Regex(@"\s+", RegexOptions.Compiled);
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private static readonly BaseActionPrototype[] EmptyActionList = Array.Empty<BaseActionPrototype>();
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/// <summary>
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/// Is an action currently being dragged from this window?
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/// </summary>
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public bool IsDragging => _dragDropHelper.IsDragging;
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// parallel list of actions currently selectable in itemList
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private BaseActionPrototype[] _actionList = new BaseActionPrototype[0];
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private readonly ActionManager _actionManager;
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private readonly ClientActionsComponent _actionsComponent;
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private readonly ActionsUI _actionsUI;
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private readonly LineEdit _searchBar;
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private readonly MultiselectOptionButton<string> _filterButton;
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@@ -60,17 +61,16 @@ namespace Content.Client.Actions.UI
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private readonly TextureRect _dragShadow;
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private readonly IGameHud _gameHud;
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private readonly DragDropHelper<ActionMenuItem> _dragDropHelper;
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private readonly IEntityManager _entMan;
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public ActionMenu(ClientActionsComponent actionsComponent, ActionsUI actionsUI)
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public ActionMenu(ActionsUI actionsUI)
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{
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_actionsComponent = actionsComponent;
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_actionsUI = actionsUI;
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_actionManager = IoCManager.Resolve<ActionManager>();
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_gameHud = IoCManager.Resolve<IGameHud>();
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_entMan = IoCManager.Resolve<IEntityManager>();
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Title = Loc.GetString("ui-actionmenu-title");
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MinSize = (300, 300);
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MinSize = (320, 300);
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Contents.AddChild(new BoxContainer
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{
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@@ -115,27 +115,14 @@ namespace Content.Client.Actions.UI
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}
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});
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// populate filters from search tags
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var filterTags = new List<string>();
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foreach (var action in _actionManager.EnumerateActions())
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{
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filterTags.AddRange(action.Filters);
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}
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// special one to filter to only include item actions
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filterTags.Add(ItemTag);
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filterTags.Add(NotItemTag);
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filterTags.Add(InstantActionTag);
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filterTags.Add(ToggleActionTag);
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filterTags.Add(TargetActionTag);
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filterTags.Add(AllActionsTag);
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filterTags.Add(GrantedActionsTag);
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foreach (var tag in filterTags.Distinct().OrderBy(tag => tag))
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foreach (var tag in _filters)
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{
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_filterButton.AddItem( CultureInfo.CurrentCulture.TextInfo.ToTitleCase(tag), tag);
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}
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// default to showing all actions.
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_filterButton.SelectKey(AllFilter);
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UpdateFilterLabel();
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_dragShadow = new TextureRect
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@@ -157,13 +144,6 @@ namespace Content.Client.Actions.UI
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_searchBar.OnTextChanged += OnSearchTextChanged;
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_filterButton.OnItemSelected += OnFilterItemSelected;
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_gameHud.ActionsButtonDown = true;
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foreach (var actionMenuControl in _resultsGrid.Children)
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{
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var actionMenuItem = (ActionMenuItem) actionMenuControl;
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actionMenuItem.OnButtonDown += OnItemButtonDown;
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actionMenuItem.OnButtonUp += OnItemButtonUp;
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actionMenuItem.OnPressed += OnItemPressed;
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}
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}
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protected override void ExitedTree()
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@@ -199,7 +179,7 @@ namespace Content.Client.Actions.UI
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private bool OnBeginActionDrag()
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{
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_dragShadow.Texture = _dragDropHelper.Dragged!.Action.Icon.Frame0();
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_dragShadow.Texture = _dragDropHelper.Dragged?.Action?.Icon?.Frame0();
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// don't make visible until frameupdate, otherwise it'll flicker
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LayoutContainer.SetPosition(_dragShadow, UserInterfaceManager.MousePositionScaled.Position - (32, 32));
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return true;
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@@ -244,47 +224,7 @@ namespace Content.Client.Actions.UI
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return;
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}
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// drag and drop
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switch (_dragDropHelper.Dragged.Action)
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{
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// assign the dragged action to the target slot
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case ActionPrototype actionPrototype:
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_actionsComponent.Assignments.AssignSlot(_actionsUI.SelectedHotbar, targetSlot.SlotIndex, ActionAssignment.For(actionPrototype.ActionType));
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break;
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case ItemActionPrototype itemActionPrototype:
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// the action menu doesn't show us if the action has an associated item,
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// so when we perform the assignment, we should check if we currently have an unassigned state
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// for this item and assign it tied to that item if so, otherwise assign it "itemless"
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// this is not particularly efficient but we don't maintain an index from
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// item action type to its action states, and this method should be pretty infrequent so it's probably fine
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var assigned = false;
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foreach (var (item, itemStates) in _actionsComponent.ItemActionStates())
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{
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foreach (var (actionType, _) in itemStates)
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{
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if (actionType != itemActionPrototype.ActionType) continue;
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var assignment = ActionAssignment.For(actionType, item);
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if (_actionsComponent.Assignments.HasAssignment(assignment)) continue;
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// no assignment for this state, assign tied to the item
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assigned = true;
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_actionsComponent.Assignments.AssignSlot(_actionsUI.SelectedHotbar, targetSlot.SlotIndex, assignment);
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break;
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}
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if (assigned)
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{
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break;
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}
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}
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if (!assigned)
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{
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_actionsComponent.Assignments.AssignSlot(_actionsUI.SelectedHotbar, targetSlot.SlotIndex, ActionAssignment.For(itemActionPrototype.ActionType));
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}
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break;
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}
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_actionsUI.System.Assignments.AssignSlot(_actionsUI.SelectedHotbar, targetSlot.SlotIndex, _dragDropHelper.Dragged.Action);
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_actionsUI.UpdateUI();
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}
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@@ -300,19 +240,8 @@ namespace Content.Client.Actions.UI
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private void OnItemPressed(ButtonEventArgs args)
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{
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if (args.Button is not ActionMenuItem actionMenuItem) return;
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switch (actionMenuItem.Action)
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{
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case ActionPrototype actionPrototype:
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_actionsComponent.Assignments.AutoPopulate(ActionAssignment.For(actionPrototype.ActionType), _actionsUI.SelectedHotbar);
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break;
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case ItemActionPrototype itemActionPrototype:
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_actionsComponent.Assignments.AutoPopulate(ActionAssignment.For(itemActionPrototype.ActionType), _actionsUI.SelectedHotbar);
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break;
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default:
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Logger.ErrorS("action", "unexpected action prototype {0}", actionMenuItem.Action);
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break;
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}
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_actionsUI.System.Assignments.AutoPopulate(actionMenuItem.Action, _actionsUI.SelectedHotbar);
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_actionsUI.UpdateUI();
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}
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@@ -341,7 +270,7 @@ namespace Content.Client.Actions.UI
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return;
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}
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var matchingActions = _actionManager.EnumerateActions()
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var matchingActions = _actionsUI.Component.Actions
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.Where(a => MatchesSearchCriteria(a, search, _filterButton.SelectedKeys));
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PopulateActions(matchingActions);
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@@ -361,7 +290,7 @@ namespace Content.Client.Actions.UI
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}
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}
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private bool MatchesSearchCriteria(BaseActionPrototype action, string standardizedSearch,
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private bool MatchesSearchCriteria(ActionType action, string standardizedSearch,
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IReadOnlyList<string> selectedFilterTags)
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{
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// check filter tag match first - each action must contain all filter tags currently selected.
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@@ -377,56 +306,32 @@ namespace Content.Client.Actions.UI
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return true;
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}
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if (Standardize(ActionTypeString(action)).Contains(standardizedSearch))
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{
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return true;
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}
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// allows matching by typing spaces between the enum case changes, like "xeno spit" if the
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// actiontype is "XenoSpit"
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if (Standardize(ActionTypeString(action), true).Contains(standardizedSearch))
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{
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return true;
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}
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if (Standardize(action.Name.ToString()).Contains(standardizedSearch))
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{
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return true;
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}
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return false;
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// search by provider name
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if (action.Provider == null || action.Provider == _actionsUI.Component.Owner)
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return false;
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var name = _entMan.GetComponent<MetaDataComponent>(action.Provider.Value).EntityName;
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return Standardize(name).Contains(standardizedSearch);
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}
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private string ActionTypeString(BaseActionPrototype baseActionPrototype)
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{
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if (baseActionPrototype is ActionPrototype actionPrototype)
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{
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return actionPrototype.ActionType.ToString();
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}
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if (baseActionPrototype is ItemActionPrototype itemActionPrototype)
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{
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return itemActionPrototype.ActionType.ToString();
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}
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throw new InvalidOperationException();
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}
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private bool ActionMatchesFilterTag(BaseActionPrototype action, string tag)
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private bool ActionMatchesFilterTag(ActionType action, string tag)
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{
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return tag switch
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{
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AllActionsTag => true,
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GrantedActionsTag => _actionsComponent.IsGranted(action),
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ItemTag => action is ItemActionPrototype,
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NotItemTag => action is ActionPrototype,
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InstantActionTag => action.BehaviorType == BehaviorType.Instant,
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TargetActionTag => action.IsTargetAction,
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ToggleActionTag => action.BehaviorType == BehaviorType.Toggle,
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_ => action.Filters.Contains(tag)
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EnabledFilter => action.Enabled,
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ItemFilter => action.Provider != null && action.Provider != _actionsUI.Component.Owner,
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InnateFilter => action.Provider == null || action.Provider == _actionsUI.Component.Owner,
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InstantFilter => action is InstantAction,
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TargetedFilter => action is TargetedAction,
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_ => true
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};
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}
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/// <summary>
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/// Standardized form is all lowercase, no non-alphanumeric characters (converted to whitespace),
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/// trimmed, 1 space max per whitespace gap,
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@@ -472,16 +377,15 @@ namespace Content.Client.Actions.UI
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return newText.ToString();
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}
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private void PopulateActions(IEnumerable<BaseActionPrototype> actions)
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private void PopulateActions(IEnumerable<ActionType> actions)
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{
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ClearList();
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_actionList = actions.ToArray();
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foreach (var action in _actionList.OrderBy(act => act.Name.ToString()))
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foreach (var action in actions)
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{
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var actionItem = new ActionMenuItem(action, OnItemFocusExited);
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var actionItem = new ActionMenuItem(_actionsUI, action, OnItemFocusExited);
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_resultsGrid.Children.Add(actionItem);
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actionItem.SetActionState(_actionsComponent.IsGranted(action));
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actionItem.SetActionState(action.Enabled);
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actionItem.OnButtonDown += OnItemButtonDown;
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actionItem.OnButtonUp += OnItemButtonUp;
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actionItem.OnPressed += OnItemPressed;
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@@ -496,7 +400,6 @@ namespace Content.Client.Actions.UI
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((ActionMenuItem) actionItem).OnPressed -= OnItemPressed;
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}
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_resultsGrid.Children.Clear();
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_actionList = EmptyActionList;
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}
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/// <summary>
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@@ -508,8 +411,10 @@ namespace Content.Client.Actions.UI
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foreach (var actionItem in _resultsGrid.Children)
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{
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var actionMenuItem = ((ActionMenuItem) actionItem);
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actionMenuItem.SetActionState(_actionsComponent.IsGranted(actionMenuItem.Action));
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actionMenuItem.SetActionState(actionMenuItem.Action.Enabled);
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}
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SearchAndDisplay();
|
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}
|
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|
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protected override void FrameUpdate(FrameEventArgs args)
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@@ -1,12 +1,20 @@
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using System;
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using System;
|
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using Content.Client.Stylesheets;
|
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using Content.Shared.Actions.Prototypes;
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using Content.Shared.Actions;
|
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using Content.Shared.Actions.ActionTypes;
|
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using Robust.Client.GameObjects;
|
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using Robust.Client.Graphics;
|
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using Robust.Client.UserInterface;
|
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using Robust.Client.UserInterface.Controls;
|
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using Robust.Client.Utility;
|
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using Robust.Shared.Utility;
|
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using static Robust.Client.UserInterface.Controls.BoxContainer;
|
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|
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namespace Content.Client.Actions.UI
|
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{
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// TODO merge this with action-slot when it gets XAMLd
|
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// this has way too much overlap, especially now that they both have the item-sprite icons.
|
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|
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/// <summary>
|
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/// An individual action visible in the action menu.
|
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/// </summary>
|
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@@ -16,28 +24,165 @@ namespace Content.Client.Actions.UI
|
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// quickly explore what each action is
|
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private const float CustomTooltipDelay = 0.2f;
|
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|
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public BaseActionPrototype Action { get; private set; }
|
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private readonly TextureRect _bigActionIcon;
|
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private readonly TextureRect _smallActionIcon;
|
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private readonly SpriteView _smallItemSpriteView;
|
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private readonly SpriteView _bigItemSpriteView;
|
||||
|
||||
public ActionType Action;
|
||||
|
||||
private Action<ActionMenuItem> _onControlFocusExited;
|
||||
|
||||
public ActionMenuItem(BaseActionPrototype action, Action<ActionMenuItem> onControlFocusExited)
|
||||
private readonly ActionsUI _actionsUI;
|
||||
|
||||
public ActionMenuItem(ActionsUI actionsUI, ActionType action, Action<ActionMenuItem> onControlFocusExited)
|
||||
{
|
||||
_onControlFocusExited = onControlFocusExited;
|
||||
_actionsUI = actionsUI;
|
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Action = action;
|
||||
_onControlFocusExited = onControlFocusExited;
|
||||
|
||||
MinSize = (64, 64);
|
||||
VerticalAlignment = VAlignment.Top;
|
||||
|
||||
AddChild(new TextureRect
|
||||
_bigActionIcon = new TextureRect
|
||||
{
|
||||
HorizontalExpand = true,
|
||||
VerticalExpand = true,
|
||||
Stretch = TextureRect.StretchMode.Scale,
|
||||
Texture = action.Icon.Frame0()
|
||||
Visible = false
|
||||
};
|
||||
_bigItemSpriteView = new SpriteView
|
||||
{
|
||||
HorizontalExpand = true,
|
||||
VerticalExpand = true,
|
||||
Scale = (2, 2),
|
||||
Visible = false,
|
||||
OverrideDirection = Direction.South,
|
||||
};
|
||||
_smallActionIcon = new TextureRect
|
||||
{
|
||||
HorizontalAlignment = HAlignment.Right,
|
||||
VerticalAlignment = VAlignment.Bottom,
|
||||
Stretch = TextureRect.StretchMode.Scale,
|
||||
Visible = false
|
||||
};
|
||||
_smallItemSpriteView = new SpriteView
|
||||
{
|
||||
HorizontalAlignment = HAlignment.Right,
|
||||
VerticalAlignment = VAlignment.Bottom,
|
||||
Visible = false,
|
||||
OverrideDirection = Direction.South,
|
||||
};
|
||||
|
||||
// padding to the left of the small icon
|
||||
var paddingBoxItemIcon = new BoxContainer
|
||||
{
|
||||
Orientation = LayoutOrientation.Horizontal,
|
||||
HorizontalExpand = true,
|
||||
VerticalExpand = true,
|
||||
MinSize = (64, 64)
|
||||
};
|
||||
paddingBoxItemIcon.AddChild(new Control()
|
||||
{
|
||||
MinSize = (32, 32),
|
||||
});
|
||||
paddingBoxItemIcon.AddChild(new Control
|
||||
{
|
||||
Children =
|
||||
{
|
||||
_smallActionIcon,
|
||||
_smallItemSpriteView
|
||||
}
|
||||
});
|
||||
AddChild(_bigActionIcon);
|
||||
AddChild(_bigItemSpriteView);
|
||||
AddChild(paddingBoxItemIcon);
|
||||
|
||||
TooltipDelay = CustomTooltipDelay;
|
||||
TooltipSupplier = SupplyTooltip;
|
||||
UpdateIcons();
|
||||
}
|
||||
|
||||
|
||||
public void UpdateIcons()
|
||||
{
|
||||
UpdateItemIcon();
|
||||
|
||||
if (Action == null)
|
||||
{
|
||||
SetActionIcon(null);
|
||||
return;
|
||||
}
|
||||
|
||||
if ((_actionsUI.SelectingTargetFor?.Action == Action || Action.Toggled) && Action.IconOn != null)
|
||||
SetActionIcon(Action.IconOn.Frame0());
|
||||
else
|
||||
SetActionIcon(Action.Icon?.Frame0());
|
||||
}
|
||||
|
||||
private void SetActionIcon(Texture? texture)
|
||||
{
|
||||
if (texture == null || Action == null)
|
||||
{
|
||||
_bigActionIcon.Texture = null;
|
||||
_bigActionIcon.Visible = false;
|
||||
_smallActionIcon.Texture = null;
|
||||
_smallActionIcon.Visible = false;
|
||||
}
|
||||
else if (Action.Provider != null && Action.ItemIconStyle == ItemActionIconStyle.BigItem)
|
||||
{
|
||||
_smallActionIcon.Texture = texture;
|
||||
_smallActionIcon.Modulate = Action.IconColor;
|
||||
_smallActionIcon.Visible = true;
|
||||
_bigActionIcon.Texture = null;
|
||||
_bigActionIcon.Visible = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
_bigActionIcon.Texture = texture;
|
||||
_bigActionIcon.Modulate = Action.IconColor;
|
||||
_bigActionIcon.Visible = true;
|
||||
_smallActionIcon.Texture = null;
|
||||
_smallActionIcon.Visible = false;
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateItemIcon()
|
||||
{
|
||||
if (Action?.Provider == null || !IoCManager.Resolve<IEntityManager>().TryGetComponent(Action.Provider.Value, out SpriteComponent sprite))
|
||||
{
|
||||
_bigItemSpriteView.Visible = false;
|
||||
_bigItemSpriteView.Sprite = null;
|
||||
_smallItemSpriteView.Visible = false;
|
||||
_smallItemSpriteView.Sprite = null;
|
||||
}
|
||||
else
|
||||
{
|
||||
switch (Action.ItemIconStyle)
|
||||
{
|
||||
case ItemActionIconStyle.BigItem:
|
||||
_bigItemSpriteView.Visible = true;
|
||||
_bigItemSpriteView.Sprite = sprite;
|
||||
_smallItemSpriteView.Visible = false;
|
||||
_smallItemSpriteView.Sprite = null;
|
||||
break;
|
||||
case ItemActionIconStyle.BigAction:
|
||||
|
||||
_bigItemSpriteView.Visible = false;
|
||||
_bigItemSpriteView.Sprite = null;
|
||||
_smallItemSpriteView.Visible = true;
|
||||
_smallItemSpriteView.Sprite = sprite;
|
||||
break;
|
||||
|
||||
case ItemActionIconStyle.NoItem:
|
||||
|
||||
_bigItemSpriteView.Visible = false;
|
||||
_bigItemSpriteView.Sprite = null;
|
||||
_smallItemSpriteView.Visible = false;
|
||||
_smallItemSpriteView.Sprite = null;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected override void ControlFocusExited()
|
||||
@@ -48,7 +193,15 @@ namespace Content.Client.Actions.UI
|
||||
|
||||
private Control SupplyTooltip(Control? sender)
|
||||
{
|
||||
return new ActionAlertTooltip(Action.Name, Action.Description, Action.Requires);
|
||||
var name = FormattedMessage.FromMarkupPermissive(Loc.GetString(Action.Name));
|
||||
var decr = FormattedMessage.FromMarkupPermissive(Loc.GetString(Action.Description));
|
||||
|
||||
var tooltip = new ActionAlertTooltip(name, decr);
|
||||
|
||||
if (Action.Enabled && (Action.Charges == null || Action.Charges != 0))
|
||||
tooltip.Cooldown = Action.Cooldown;
|
||||
|
||||
return tooltip;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -71,6 +224,5 @@ namespace Content.Client.Actions.UI
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,20 +1,14 @@
|
||||
using System;
|
||||
using System;
|
||||
using Content.Client.Cooldown;
|
||||
using Content.Client.Stylesheets;
|
||||
using Content.Shared.Actions;
|
||||
using Content.Shared.Actions.Components;
|
||||
using Content.Shared.Actions.Prototypes;
|
||||
using Content.Shared.Inventory;
|
||||
using Content.Shared.Actions.ActionTypes;
|
||||
using Robust.Client.GameObjects;
|
||||
using Robust.Client.Graphics;
|
||||
using Robust.Client.UserInterface;
|
||||
using Robust.Client.UserInterface.Controls;
|
||||
using Robust.Client.Utility;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Input;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Timing;
|
||||
using Robust.Shared.Utility;
|
||||
using static Robust.Client.UserInterface.Controls.BoxContainer;
|
||||
@@ -37,48 +31,7 @@ namespace Content.Client.Actions.UI
|
||||
/// <summary>
|
||||
/// Current action in this slot.
|
||||
/// </summary>
|
||||
public BaseActionPrototype? Action { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// true if there is an action assigned to the slot
|
||||
/// </summary>
|
||||
public bool HasAssignment => Action != null;
|
||||
|
||||
private bool HasToggleSprite => Action != null && Action.IconOn != SpriteSpecifier.Invalid;
|
||||
|
||||
/// <summary>
|
||||
/// Only applicable when an action is in this slot.
|
||||
/// True if the action is currently shown as enabled, false if action disabled.
|
||||
/// </summary>
|
||||
public bool ActionEnabled { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Is there an action in the slot that can currently be used?
|
||||
/// Target-basedActions on cooldown can still be selected / deselected if they've been configured as such
|
||||
/// </summary>
|
||||
public bool CanUseAction => Action != null && ActionEnabled &&
|
||||
(!IsOnCooldown || (Action.IsTargetAction && !Action.DeselectOnCooldown));
|
||||
|
||||
/// <summary>
|
||||
/// Item the action is provided by, only valid if Action is an ItemActionPrototype. May be null
|
||||
/// if the item action is not yet tied to an item.
|
||||
/// </summary>
|
||||
public EntityUid? Item { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Whether the action in this slot should be shown as toggled on. Separate from Depressed.
|
||||
/// </summary>
|
||||
public bool ToggledOn
|
||||
{
|
||||
get => _toggledOn;
|
||||
set
|
||||
{
|
||||
if (_toggledOn == value) return;
|
||||
_toggledOn = value;
|
||||
UpdateIcons();
|
||||
DrawModeChanged();
|
||||
}
|
||||
}
|
||||
public ActionType? Action { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// 1-10 corresponding to the number label on the slot (10 is labeled as 0)
|
||||
@@ -86,25 +39,6 @@ namespace Content.Client.Actions.UI
|
||||
private byte SlotNumber => (byte) (SlotIndex + 1);
|
||||
public byte SlotIndex { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Current cooldown displayed in this slot. Set to null to show no cooldown.
|
||||
/// </summary>
|
||||
public (TimeSpan Start, TimeSpan End)? Cooldown
|
||||
{
|
||||
get => _cooldown;
|
||||
set
|
||||
{
|
||||
_cooldown = value;
|
||||
if (SuppliedTooltip is ActionAlertTooltip actionAlertTooltip)
|
||||
{
|
||||
actionAlertTooltip.Cooldown = value;
|
||||
}
|
||||
}
|
||||
}
|
||||
private (TimeSpan Start, TimeSpan End)? _cooldown;
|
||||
|
||||
public bool IsOnCooldown => Cooldown.HasValue && _gameTiming.CurTime < Cooldown.Value.End;
|
||||
|
||||
private readonly IGameTiming _gameTiming;
|
||||
private readonly RichTextLabel _number;
|
||||
private readonly TextureRect _bigActionIcon;
|
||||
@@ -114,8 +48,6 @@ namespace Content.Client.Actions.UI
|
||||
private readonly CooldownGraphic _cooldownGraphic;
|
||||
private readonly ActionsUI _actionsUI;
|
||||
private readonly ActionMenu _actionMenu;
|
||||
private readonly ClientActionsComponent _actionsComponent;
|
||||
private bool _toggledOn;
|
||||
// whether button is currently pressed down by mouse or keybind down.
|
||||
private bool _depressed;
|
||||
private bool _beingHovered;
|
||||
@@ -124,9 +56,8 @@ namespace Content.Client.Actions.UI
|
||||
/// Creates an action slot for the specified number
|
||||
/// </summary>
|
||||
/// <param name="slotIndex">slot index this corresponds to, 0-9 (0 labeled as 1, 8, labeled "9", 9 labeled as "0".</param>
|
||||
public ActionSlot(ActionsUI actionsUI, ActionMenu actionMenu, ClientActionsComponent actionsComponent, byte slotIndex)
|
||||
public ActionSlot(ActionsUI actionsUI, ActionMenu actionMenu, byte slotIndex)
|
||||
{
|
||||
_actionsComponent = actionsComponent;
|
||||
_actionsUI = actionsUI;
|
||||
_actionMenu = actionMenu;
|
||||
_gameTiming = IoCManager.Resolve<IGameTiming>();
|
||||
@@ -170,7 +101,8 @@ namespace Content.Client.Actions.UI
|
||||
{
|
||||
HorizontalAlignment = HAlignment.Right,
|
||||
VerticalAlignment = VAlignment.Bottom,
|
||||
Visible = false
|
||||
Visible = false,
|
||||
OverrideDirection = Direction.South,
|
||||
};
|
||||
|
||||
_cooldownGraphic = new CooldownGraphic {Progress = 0, Visible = false};
|
||||
@@ -219,24 +151,24 @@ namespace Content.Client.Actions.UI
|
||||
|
||||
private Control? SupplyTooltip(Control sender)
|
||||
{
|
||||
return Action == null ? null :
|
||||
new ActionAlertTooltip(Action.Name, Action.Description, Action.Requires) {Cooldown = Cooldown};
|
||||
}
|
||||
if (Action == null)
|
||||
return null;
|
||||
|
||||
/// <summary>
|
||||
/// Action attempt for performing the action in the slot
|
||||
/// </summary>
|
||||
public IActionAttempt? ActionAttempt()
|
||||
{
|
||||
IActionAttempt? attempt = Action switch
|
||||
string? extra = null;
|
||||
if (Action.Charges != null)
|
||||
{
|
||||
ActionPrototype actionPrototype => new ActionAttempt(actionPrototype),
|
||||
ItemActionPrototype itemActionPrototype =>
|
||||
Item.HasValue && IoCManager.Resolve<IEntityManager>().TryGetComponent<ItemActionsComponent?>(Item, out var itemActions) ?
|
||||
new ItemActionAttempt(itemActionPrototype, Item.Value, itemActions) : null,
|
||||
_ => null
|
||||
};
|
||||
return attempt;
|
||||
extra = Loc.GetString("ui-actionslot-charges", ("charges", Action.Charges));
|
||||
}
|
||||
|
||||
var name = FormattedMessage.FromMarkupPermissive(Loc.GetString(Action.Name));
|
||||
var decr = FormattedMessage.FromMarkupPermissive(Loc.GetString(Action.Description));
|
||||
|
||||
var tooltip = new ActionAlertTooltip(name, decr, extra);
|
||||
|
||||
if (Action.Enabled && (Action.Charges == null || Action.Charges != 0))
|
||||
tooltip.Cooldown = Action.Cooldown;
|
||||
|
||||
return tooltip;
|
||||
}
|
||||
|
||||
protected override void MouseEntered()
|
||||
@@ -245,9 +177,9 @@ namespace Content.Client.Actions.UI
|
||||
|
||||
_beingHovered = true;
|
||||
DrawModeChanged();
|
||||
if (Action is not ItemActionPrototype) return;
|
||||
if (Item == null) return;
|
||||
_actionsComponent.HighlightItemSlot(Item.Value);
|
||||
|
||||
if (Action?.Provider != null)
|
||||
_actionsUI.System.HighlightItemSlot(Action.Provider.Value);
|
||||
}
|
||||
|
||||
protected override void MouseExited()
|
||||
@@ -256,32 +188,55 @@ namespace Content.Client.Actions.UI
|
||||
_beingHovered = false;
|
||||
CancelPress();
|
||||
DrawModeChanged();
|
||||
_actionsComponent.StopHighlightingItemSlots();
|
||||
_actionsUI.System.StopHighlightingItemSlot();
|
||||
}
|
||||
|
||||
protected override void KeyBindDown(GUIBoundKeyEventArgs args)
|
||||
{
|
||||
base.KeyBindDown(args);
|
||||
|
||||
if (args.Function == EngineKeyFunctions.UIRightClick)
|
||||
if (Action == null)
|
||||
{
|
||||
if (!_actionsUI.Locked && !_actionsUI.DragDropHelper.IsDragging && !_actionMenu.IsDragging)
|
||||
{
|
||||
_actionsComponent.Assignments.ClearSlot(_actionsUI.SelectedHotbar, SlotIndex, true);
|
||||
_actionsUI.StopTargeting();
|
||||
_actionsUI.UpdateUI();
|
||||
}
|
||||
// No action for this slot. Maybe the user is trying to add a mapping action?
|
||||
_actionsUI.System.TryFillSlot(_actionsUI.SelectedHotbar, SlotIndex);
|
||||
return;
|
||||
}
|
||||
|
||||
// only handle clicks, and can't do anything to this if no assignment
|
||||
if (args.Function != EngineKeyFunctions.UIClick || !HasAssignment)
|
||||
if (args.Function == EngineKeyFunctions.UIClick)
|
||||
{
|
||||
// might turn into a drag or a full press if released
|
||||
Depress(true);
|
||||
_actionsUI.DragDropHelper.MouseDown(this);
|
||||
DrawModeChanged();
|
||||
return;
|
||||
}
|
||||
|
||||
if (args.Function != EngineKeyFunctions.UIRightClick || _actionsUI.Locked)
|
||||
return;
|
||||
|
||||
// might turn into a drag or a full press if released
|
||||
Depress(true);
|
||||
_actionsUI.DragDropHelper.MouseDown(this);
|
||||
DrawModeChanged();
|
||||
if (_actionsUI.DragDropHelper.IsDragging || _actionMenu.IsDragging)
|
||||
return;
|
||||
|
||||
// user right clicked on an action slot, so we clear it.
|
||||
_actionsUI.System.Assignments.ClearSlot(_actionsUI.SelectedHotbar, SlotIndex, true);
|
||||
|
||||
// If this was a temporary action, and it is no longer assigned to any slots, then we remove the action
|
||||
// altogether.
|
||||
if (Action.Temporary)
|
||||
{
|
||||
// Theres probably a better way to do this.....
|
||||
DebugTools.Assert(Action.ClientExclusive, "Temporary-actions must be client exclusive");
|
||||
|
||||
if (!_actionsUI.System.Assignments.Assignments.TryGetValue(Action, out var index)
|
||||
|| index.Count == 0)
|
||||
{
|
||||
_actionsUI.Component.Actions.Remove(Action);
|
||||
}
|
||||
}
|
||||
|
||||
_actionsUI.StopTargeting();
|
||||
_actionsUI.UpdateUI();
|
||||
}
|
||||
|
||||
protected override void KeyBindUp(GUIBoundKeyEventArgs args)
|
||||
@@ -299,21 +254,21 @@ namespace Content.Client.Actions.UI
|
||||
{
|
||||
// finish the drag, swap the 2 slots
|
||||
var fromIdx = SlotIndex;
|
||||
var fromAssignment = _actionsComponent.Assignments[_actionsUI.SelectedHotbar, fromIdx];
|
||||
var fromAssignment = _actionsUI.System.Assignments[_actionsUI.SelectedHotbar, fromIdx];
|
||||
var toIdx = targetSlot.SlotIndex;
|
||||
var toAssignment = _actionsComponent.Assignments[_actionsUI.SelectedHotbar, toIdx];
|
||||
var toAssignment = _actionsUI.System.Assignments[_actionsUI.SelectedHotbar, toIdx];
|
||||
|
||||
if (fromIdx == toIdx) return;
|
||||
if (!fromAssignment.HasValue) return;
|
||||
if (fromAssignment == null) return;
|
||||
|
||||
_actionsComponent.Assignments.AssignSlot(_actionsUI.SelectedHotbar, toIdx, fromAssignment.Value);
|
||||
if (toAssignment.HasValue)
|
||||
_actionsUI.System.Assignments.AssignSlot(_actionsUI.SelectedHotbar, toIdx, fromAssignment);
|
||||
if (toAssignment != null)
|
||||
{
|
||||
_actionsComponent.Assignments.AssignSlot(_actionsUI.SelectedHotbar, fromIdx, toAssignment.Value);
|
||||
_actionsUI.System.Assignments.AssignSlot(_actionsUI.SelectedHotbar, fromIdx, toAssignment);
|
||||
}
|
||||
else
|
||||
{
|
||||
_actionsComponent.Assignments.ClearSlot(_actionsUI.SelectedHotbar, fromIdx, false);
|
||||
_actionsUI.System.Assignments.ClearSlot(_actionsUI.SelectedHotbar, fromIdx, false);
|
||||
}
|
||||
_actionsUI.UpdateUI();
|
||||
}
|
||||
@@ -348,66 +303,19 @@ namespace Content.Client.Actions.UI
|
||||
|
||||
/// <summary>
|
||||
/// Press this button down. If it was depressed and now set to not depressed, will
|
||||
/// trigger the action. Only has an effect if CanUseAction.
|
||||
/// trigger the action.
|
||||
/// </summary>
|
||||
public void Depress(bool depress)
|
||||
{
|
||||
// action can still be toggled if it's allowed to stay selected
|
||||
if (!CanUseAction) return;
|
||||
|
||||
if (Action == null || !Action.Enabled) return;
|
||||
|
||||
if (_depressed && !depress)
|
||||
{
|
||||
// fire the action
|
||||
// no left-click interaction with it on cooldown or revoked
|
||||
_actionsComponent.AttemptAction(this);
|
||||
_actionsUI.System.OnSlotPressed(this);
|
||||
}
|
||||
_depressed = depress;
|
||||
DrawModeChanged();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the action assigned to this slot.
|
||||
/// </summary>
|
||||
/// <param name="action">action to assign</param>
|
||||
/// <param name="actionEnabled">whether action should initially appear enable or disabled</param>
|
||||
public void Assign(ActionPrototype action, bool actionEnabled)
|
||||
{
|
||||
// already assigned
|
||||
if (Action != null && Action == action) return;
|
||||
|
||||
Action = action;
|
||||
Item = default;
|
||||
_depressed = false;
|
||||
ToggledOn = false;
|
||||
ActionEnabled = actionEnabled;
|
||||
Cooldown = null;
|
||||
HideTooltip();
|
||||
UpdateIcons();
|
||||
DrawModeChanged();
|
||||
_number.SetMessage(SlotNumberLabel());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the item action assigned to this slot. The action will always be shown as disabled
|
||||
/// until it is tied to a specific item.
|
||||
/// </summary>
|
||||
/// <param name="action">action to assign</param>
|
||||
public void Assign(ItemActionPrototype action)
|
||||
{
|
||||
// already assigned
|
||||
if (Action != null && Action == action && Item == default) return;
|
||||
|
||||
Action = action;
|
||||
Item = default;
|
||||
_depressed = false;
|
||||
ToggledOn = false;
|
||||
ActionEnabled = false;
|
||||
Cooldown = null;
|
||||
HideTooltip();
|
||||
UpdateIcons();
|
||||
DrawModeChanged();
|
||||
_number.SetMessage(SlotNumberLabel());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -415,18 +323,12 @@ namespace Content.Client.Actions.UI
|
||||
/// </summary>
|
||||
/// <param name="action">action to assign</param>
|
||||
/// <param name="item">item the action is provided by</param>
|
||||
/// <param name="actionEnabled">whether action should initially appear enable or disabled</param>
|
||||
public void Assign(ItemActionPrototype action, EntityUid item, bool actionEnabled)
|
||||
public void Assign(ActionType action)
|
||||
{
|
||||
// already assigned
|
||||
if (Action != null && Action == action && Item == item) return;
|
||||
if (Action != null && Action == action) return;
|
||||
|
||||
Action = action;
|
||||
Item = item;
|
||||
_depressed = false;
|
||||
ToggledOn = false;
|
||||
ActionEnabled = false;
|
||||
Cooldown = null;
|
||||
HideTooltip();
|
||||
UpdateIcons();
|
||||
DrawModeChanged();
|
||||
@@ -438,12 +340,9 @@ namespace Content.Client.Actions.UI
|
||||
/// </summary>
|
||||
public void Clear()
|
||||
{
|
||||
if (!HasAssignment) return;
|
||||
if (Action == null) return;
|
||||
Action = null;
|
||||
Item = default;
|
||||
ToggledOn = false;
|
||||
_depressed = false;
|
||||
Cooldown = null;
|
||||
HideTooltip();
|
||||
UpdateIcons();
|
||||
DrawModeChanged();
|
||||
@@ -453,12 +352,8 @@ namespace Content.Client.Actions.UI
|
||||
/// <summary>
|
||||
/// Display the action in this slot (if there is one) as enabled
|
||||
/// </summary>
|
||||
public void EnableAction()
|
||||
public void Enable()
|
||||
{
|
||||
if (ActionEnabled || !HasAssignment) return;
|
||||
|
||||
ActionEnabled = true;
|
||||
_depressed = false;
|
||||
DrawModeChanged();
|
||||
_number.SetMessage(SlotNumberLabel());
|
||||
}
|
||||
@@ -467,11 +362,8 @@ namespace Content.Client.Actions.UI
|
||||
/// Display the action in this slot (if there is one) as disabled.
|
||||
/// The slot is still clickable.
|
||||
/// </summary>
|
||||
public void DisableAction()
|
||||
public void Disable()
|
||||
{
|
||||
if (!ActionEnabled || !HasAssignment) return;
|
||||
|
||||
ActionEnabled = false;
|
||||
_depressed = false;
|
||||
DrawModeChanged();
|
||||
_number.SetMessage(SlotNumberLabel());
|
||||
@@ -481,70 +373,56 @@ namespace Content.Client.Actions.UI
|
||||
{
|
||||
if (SlotNumber > 10) return FormattedMessage.FromMarkup("");
|
||||
var number = Loc.GetString(SlotNumber == 10 ? "0" : SlotNumber.ToString());
|
||||
var color = (ActionEnabled || !HasAssignment) ? EnabledColor : DisabledColor;
|
||||
var color = (Action == null || Action.Enabled) ? EnabledColor : DisabledColor;
|
||||
return FormattedMessage.FromMarkup("[color=" + color + "]" + number + "[/color]");
|
||||
}
|
||||
|
||||
private void UpdateIcons()
|
||||
public void UpdateIcons()
|
||||
{
|
||||
if (!HasAssignment)
|
||||
UpdateItemIcon();
|
||||
|
||||
if (Action == null)
|
||||
{
|
||||
SetActionIcon(null);
|
||||
SetItemIcon(null);
|
||||
return;
|
||||
}
|
||||
|
||||
if (HasToggleSprite && ToggledOn && Action != null)
|
||||
{
|
||||
if ((_actionsUI.SelectingTargetFor?.Action == Action || Action.Toggled) && Action.IconOn != null)
|
||||
SetActionIcon(Action.IconOn.Frame0());
|
||||
}
|
||||
else if (Action != null)
|
||||
{
|
||||
SetActionIcon(Action.Icon.Frame0());
|
||||
}
|
||||
|
||||
if (Item != default)
|
||||
{
|
||||
SetItemIcon(IoCManager.Resolve<IEntityManager>().TryGetComponent<ISpriteComponent?>(Item, out var spriteComponent) ? spriteComponent : null);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetItemIcon(null);
|
||||
}
|
||||
SetActionIcon(Action.Icon?.Frame0());
|
||||
}
|
||||
|
||||
private void SetActionIcon(Texture? texture)
|
||||
{
|
||||
if (texture == null || !HasAssignment)
|
||||
if (texture == null || Action == null)
|
||||
{
|
||||
_bigActionIcon.Texture = null;
|
||||
_bigActionIcon.Visible = false;
|
||||
_smallActionIcon.Texture = null;
|
||||
_smallActionIcon.Visible = false;
|
||||
}
|
||||
else if (Action.Provider != null && Action.ItemIconStyle == ItemActionIconStyle.BigItem)
|
||||
{
|
||||
_smallActionIcon.Texture = texture;
|
||||
_smallActionIcon.Modulate = Action.IconColor;
|
||||
_smallActionIcon.Visible = true;
|
||||
_bigActionIcon.Texture = null;
|
||||
_bigActionIcon.Visible = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Action is ItemActionPrototype {IconStyle: ItemActionIconStyle.BigItem})
|
||||
{
|
||||
_bigActionIcon.Texture = null;
|
||||
_bigActionIcon.Visible = false;
|
||||
_smallActionIcon.Texture = texture;
|
||||
_smallActionIcon.Visible = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
_bigActionIcon.Texture = texture;
|
||||
_bigActionIcon.Visible = true;
|
||||
_smallActionIcon.Texture = null;
|
||||
_smallActionIcon.Visible = false;
|
||||
}
|
||||
|
||||
_bigActionIcon.Texture = texture;
|
||||
_bigActionIcon.Modulate = Action.IconColor;
|
||||
_bigActionIcon.Visible = true;
|
||||
_smallActionIcon.Texture = null;
|
||||
_smallActionIcon.Visible = false;
|
||||
}
|
||||
}
|
||||
|
||||
private void SetItemIcon(ISpriteComponent? sprite)
|
||||
private void UpdateItemIcon()
|
||||
{
|
||||
if (sprite == null || !HasAssignment)
|
||||
if (Action?.Provider == null || !IoCManager.Resolve<IEntityManager>().TryGetComponent(Action.Provider.Value, out SpriteComponent sprite))
|
||||
{
|
||||
_bigItemSpriteView.Visible = false;
|
||||
_bigItemSpriteView.Sprite = null;
|
||||
@@ -553,70 +431,48 @@ namespace Content.Client.Actions.UI
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Action is ItemActionPrototype actionPrototype)
|
||||
switch (Action.ItemIconStyle)
|
||||
{
|
||||
switch (actionPrototype.IconStyle)
|
||||
{
|
||||
case ItemActionIconStyle.BigItem:
|
||||
{
|
||||
_bigItemSpriteView.Visible = true;
|
||||
_bigItemSpriteView.Sprite = sprite;
|
||||
_smallItemSpriteView.Visible = false;
|
||||
_smallItemSpriteView.Sprite = null;
|
||||
break;
|
||||
}
|
||||
case ItemActionIconStyle.BigAction:
|
||||
{
|
||||
_bigItemSpriteView.Visible = false;
|
||||
_bigItemSpriteView.Sprite = null;
|
||||
_smallItemSpriteView.Visible = true;
|
||||
_smallItemSpriteView.Sprite = sprite;
|
||||
break;
|
||||
}
|
||||
case ItemActionIconStyle.NoItem:
|
||||
{
|
||||
_bigItemSpriteView.Visible = false;
|
||||
_bigItemSpriteView.Sprite = null;
|
||||
_smallItemSpriteView.Visible = false;
|
||||
_smallItemSpriteView.Sprite = null;
|
||||
break;
|
||||
}
|
||||
}
|
||||
case ItemActionIconStyle.BigItem:
|
||||
_bigItemSpriteView.Visible = true;
|
||||
_bigItemSpriteView.Sprite = sprite;
|
||||
_smallItemSpriteView.Visible = false;
|
||||
_smallItemSpriteView.Sprite = null;
|
||||
break;
|
||||
case ItemActionIconStyle.BigAction:
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
_bigItemSpriteView.Visible = false;
|
||||
_bigItemSpriteView.Sprite = null;
|
||||
_smallItemSpriteView.Visible = false;
|
||||
_smallItemSpriteView.Sprite = null;
|
||||
}
|
||||
_bigItemSpriteView.Visible = false;
|
||||
_bigItemSpriteView.Sprite = null;
|
||||
_smallItemSpriteView.Visible = true;
|
||||
_smallItemSpriteView.Sprite = sprite;
|
||||
break;
|
||||
|
||||
case ItemActionIconStyle.NoItem:
|
||||
|
||||
_bigItemSpriteView.Visible = false;
|
||||
_bigItemSpriteView.Sprite = null;
|
||||
_smallItemSpriteView.Visible = false;
|
||||
_smallItemSpriteView.Sprite = null;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private void DrawModeChanged()
|
||||
public void DrawModeChanged()
|
||||
{
|
||||
|
||||
// show a hover only if the action is usable or another action is being dragged on top of this
|
||||
if (_beingHovered)
|
||||
{
|
||||
if (_actionsUI.DragDropHelper.IsDragging || _actionMenu.IsDragging ||
|
||||
(HasAssignment && ActionEnabled && !IsOnCooldown))
|
||||
{
|
||||
SetOnlyStylePseudoClass(ContainerButton.StylePseudoClassHover);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// always show the normal empty button style if no action in this slot
|
||||
if (!HasAssignment)
|
||||
if (Action == null)
|
||||
{
|
||||
SetOnlyStylePseudoClass(ContainerButton.StylePseudoClassNormal);
|
||||
return;
|
||||
}
|
||||
|
||||
// show a hover only if the action is usable or another action is being dragged on top of this
|
||||
if (_beingHovered && (_actionsUI.DragDropHelper.IsDragging || _actionMenu.IsDragging || Action.Enabled))
|
||||
{
|
||||
SetOnlyStylePseudoClass(ContainerButton.StylePseudoClassHover);
|
||||
}
|
||||
|
||||
// it's only depress-able if it's usable, so if we're depressed
|
||||
// show the depressed style
|
||||
if (_depressed)
|
||||
@@ -625,47 +481,50 @@ namespace Content.Client.Actions.UI
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
// if it's toggled on, always show the toggled on style (currently same as depressed style)
|
||||
if (ToggledOn)
|
||||
if (Action.Toggled || _actionsUI.SelectingTargetFor == this)
|
||||
{
|
||||
// when there's a toggle sprite, we're showing that sprite instead of highlighting this slot
|
||||
SetOnlyStylePseudoClass(HasToggleSprite ? ContainerButton.StylePseudoClassNormal :
|
||||
SetOnlyStylePseudoClass(Action.IconOn != null ? ContainerButton.StylePseudoClassNormal :
|
||||
ContainerButton.StylePseudoClassPressed);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
if (!ActionEnabled)
|
||||
if (!Action.Enabled)
|
||||
{
|
||||
SetOnlyStylePseudoClass(ContainerButton.StylePseudoClassDisabled);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
SetOnlyStylePseudoClass(ContainerButton.StylePseudoClassNormal);
|
||||
}
|
||||
|
||||
|
||||
|
||||
protected override void FrameUpdate(FrameEventArgs args)
|
||||
{
|
||||
base.FrameUpdate(args);
|
||||
if (!Cooldown.HasValue)
|
||||
if (Action == null || Action.Cooldown == null || !Action.Enabled)
|
||||
{
|
||||
_cooldownGraphic.Visible = false;
|
||||
_cooldownGraphic.Progress = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
var duration = Cooldown.Value.End - Cooldown.Value.Start;
|
||||
var cooldown = Action.Cooldown.Value;
|
||||
var duration = cooldown.End - cooldown.Start;
|
||||
var curTime = _gameTiming.CurTime;
|
||||
var length = duration.TotalSeconds;
|
||||
var progress = (curTime - Cooldown.Value.Start).TotalSeconds / length;
|
||||
var ratio = (progress <= 1 ? (1 - progress) : (curTime - Cooldown.Value.End).TotalSeconds * -5);
|
||||
var progress = (curTime - cooldown.Start).TotalSeconds / length;
|
||||
var ratio = (progress <= 1 ? (1 - progress) : (curTime - cooldown.End).TotalSeconds * -5);
|
||||
|
||||
_cooldownGraphic.Progress = MathHelper.Clamp((float)ratio, -1, 1);
|
||||
_cooldownGraphic.Visible = ratio > -1f;
|
||||
if (ratio > -1f)
|
||||
_cooldownGraphic.Visible = true;
|
||||
else
|
||||
{
|
||||
_cooldownGraphic.Visible = false;
|
||||
Action.Cooldown = null;
|
||||
DrawModeChanged();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,23 +1,18 @@
|
||||
using System.Collections.Generic;
|
||||
using Content.Client.Actions.Assignments;
|
||||
using Content.Client.DragDrop;
|
||||
using Content.Client.HUD;
|
||||
using Content.Client.Resources;
|
||||
using Content.Client.Stylesheets;
|
||||
using Content.Shared.Actions;
|
||||
using Content.Shared.Actions.Prototypes;
|
||||
using Content.Shared.Actions.ActionTypes;
|
||||
using Robust.Client.Graphics;
|
||||
using Robust.Client.ResourceManagement;
|
||||
using Robust.Client.UserInterface;
|
||||
using Robust.Client.UserInterface.Controls;
|
||||
using Robust.Client.Utility;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Input;
|
||||
using Robust.Shared.Input.Binding;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Log;
|
||||
using Robust.Shared.Timing;
|
||||
using Robust.Shared.Utility;
|
||||
using static Robust.Client.UserInterface.Controls.BoxContainer;
|
||||
|
||||
namespace Content.Client.Actions.UI
|
||||
@@ -27,13 +22,16 @@ namespace Content.Client.Actions.UI
|
||||
/// </summary>
|
||||
public sealed class ActionsUI : Container
|
||||
{
|
||||
private const float DragDeadZone = 10f;
|
||||
private const float CustomTooltipDelay = 0.4f;
|
||||
private readonly ClientActionsComponent _actionsComponent;
|
||||
private readonly ActionManager _actionManager;
|
||||
private readonly IEntityManager _entityManager;
|
||||
private readonly IGameTiming _gameTiming;
|
||||
internal readonly ActionsSystem System;
|
||||
private readonly IGameHud _gameHud;
|
||||
|
||||
/// <summary>
|
||||
/// The action component of the currently attached entity.
|
||||
/// </summary>
|
||||
public readonly ActionsComponent Component;
|
||||
|
||||
private readonly ActionSlot[] _slots;
|
||||
|
||||
private readonly GridContainer _slotContainer;
|
||||
@@ -75,15 +73,13 @@ namespace Content.Client.Actions.UI
|
||||
/// </summary>
|
||||
public IEnumerable<ActionSlot> Slots => _slots;
|
||||
|
||||
public ActionsUI(ClientActionsComponent actionsComponent)
|
||||
public ActionsUI(ActionsSystem system, ActionsComponent component)
|
||||
{
|
||||
SetValue(LayoutContainer.DebugProperty, true);
|
||||
_actionsComponent = actionsComponent;
|
||||
_actionManager = IoCManager.Resolve<ActionManager>();
|
||||
_entityManager = IoCManager.Resolve<IEntityManager>();
|
||||
_gameTiming = IoCManager.Resolve<IGameTiming>();
|
||||
System = system;
|
||||
Component = component;
|
||||
_gameHud = IoCManager.Resolve<IGameHud>();
|
||||
_menu = new ActionMenu(_actionsComponent, this);
|
||||
_menu = new ActionMenu(this);
|
||||
|
||||
LayoutContainer.SetGrowHorizontal(this, LayoutContainer.GrowDirection.End);
|
||||
LayoutContainer.SetGrowVertical(this, LayoutContainer.GrowDirection.Constrain);
|
||||
@@ -196,7 +192,7 @@ namespace Content.Client.Actions.UI
|
||||
_loadoutContainer.AddChild(nextHotbarIcon);
|
||||
_loadoutContainer.AddChild(new Control { HorizontalExpand = true, SizeFlagsStretchRatio = 1 });
|
||||
|
||||
_slots = new ActionSlot[ClientActionsComponent.Slots];
|
||||
_slots = new ActionSlot[ActionsSystem.Slots];
|
||||
|
||||
_dragShadow = new TextureRect
|
||||
{
|
||||
@@ -207,14 +203,14 @@ namespace Content.Client.Actions.UI
|
||||
};
|
||||
UserInterfaceManager.PopupRoot.AddChild(_dragShadow);
|
||||
|
||||
for (byte i = 0; i < ClientActionsComponent.Slots; i++)
|
||||
for (byte i = 0; i < ActionsSystem.Slots; i++)
|
||||
{
|
||||
var slot = new ActionSlot(this, _menu, actionsComponent, i);
|
||||
var slot = new ActionSlot(this, _menu, i);
|
||||
_slotContainer.AddChild(slot);
|
||||
_slots[i] = slot;
|
||||
}
|
||||
|
||||
DragDropHelper = new DragDropHelper<ActionSlot>(OnBeginActionDrag, OnContinueActionDrag, OnEndActionDrag);
|
||||
DragDropHelper = new DragDropHelper<ActionSlot>(OnBeginActionDrag, OnContinueActionDrag, OnEndActionDrag, DragDeadZone);
|
||||
|
||||
MinSize = (10, 400);
|
||||
}
|
||||
@@ -285,157 +281,61 @@ namespace Content.Client.Actions.UI
|
||||
|
||||
foreach (var actionSlot in Slots)
|
||||
{
|
||||
var assignedActionType = _actionsComponent.Assignments[SelectedHotbar, actionSlot.SlotIndex];
|
||||
if (!assignedActionType.HasValue)
|
||||
var action = System.Assignments[SelectedHotbar, actionSlot.SlotIndex];
|
||||
|
||||
if (action == null)
|
||||
{
|
||||
if (SelectingTargetFor == actionSlot)
|
||||
StopTargeting(true);
|
||||
actionSlot.Clear();
|
||||
continue;
|
||||
}
|
||||
|
||||
if (assignedActionType.Value.TryGetAction(out var actionType))
|
||||
if (Component.Actions.TryGetValue(action, out var actualAction))
|
||||
{
|
||||
UpdateActionSlot(actionType, actionSlot, assignedActionType);
|
||||
}
|
||||
else if (assignedActionType.Value.TryGetItemActionWithoutItem(out var itemlessActionType))
|
||||
{
|
||||
UpdateActionSlot(itemlessActionType, actionSlot, assignedActionType);
|
||||
}
|
||||
else if (assignedActionType.Value.TryGetItemActionWithItem(out var itemActionType, out var item))
|
||||
{
|
||||
UpdateActionSlot(item, itemActionType, actionSlot, assignedActionType);
|
||||
}
|
||||
else
|
||||
{
|
||||
Logger.ErrorS("action", "unexpected Assignment type {0}",
|
||||
assignedActionType.Value.Assignment);
|
||||
actionSlot.Clear();
|
||||
UpdateActionSlot(actualAction, actionSlot);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Action not in the actions component, but in the assignment list.
|
||||
// This is either an action that doesn't auto-clear from the menu, or the action menu was locked.
|
||||
// Show the old action, but make sure it is disabled;
|
||||
action.Enabled = false;
|
||||
action.Toggled = false;
|
||||
|
||||
// If we enable the item-sprite, and if the item-sprite has a visual toggle, then the player will be
|
||||
// able to know whether the item is toggled, even if it is not in their LOS (but in PVS). And for things
|
||||
// like PDA sprites, the player can even see whether the action's item is currently inside of their PVS.
|
||||
// SO unless theres some way of "freezing" a sprite-view, we just have to disable it.
|
||||
action.ItemIconStyle = ItemActionIconStyle.NoItem;
|
||||
|
||||
UpdateActionSlot(action, actionSlot);
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateActionSlot(ActionType actionType, ActionSlot actionSlot, ActionAssignment? assignedActionType)
|
||||
private void UpdateActionSlot(ActionType action, ActionSlot actionSlot)
|
||||
{
|
||||
if (_actionManager.TryGet(actionType, out var action))
|
||||
{
|
||||
actionSlot.Assign(action, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
Logger.ErrorS("action", "unrecognized actionType {0}", assignedActionType);
|
||||
actionSlot.Clear();
|
||||
return;
|
||||
}
|
||||
actionSlot.Assign(action);
|
||||
|
||||
if (!_actionsComponent.TryGetActionState(actionType, out var actionState) || !actionState.Enabled)
|
||||
if (!action.Enabled)
|
||||
{
|
||||
// action is currently disabled
|
||||
|
||||
// just revoked an action we were trying to target with, stop targeting
|
||||
if (SelectingTargetFor?.Action != null && SelectingTargetFor.Action == action)
|
||||
{
|
||||
StopTargeting();
|
||||
}
|
||||
|
||||
actionSlot.DisableAction();
|
||||
actionSlot.Cooldown = null;
|
||||
actionSlot.Disable();
|
||||
}
|
||||
else
|
||||
{
|
||||
// action is currently granted
|
||||
actionSlot.EnableAction();
|
||||
actionSlot.Cooldown = actionState.Cooldown;
|
||||
|
||||
// if we are targeting for this action and it's now on cooldown, stop targeting if we're supposed to
|
||||
if (SelectingTargetFor?.Action != null && SelectingTargetFor.Action == action &&
|
||||
actionState.IsOnCooldown(_gameTiming) && action.DeselectOnCooldown)
|
||||
{
|
||||
StopTargeting();
|
||||
}
|
||||
actionSlot.Enable();
|
||||
}
|
||||
|
||||
// check if we need to toggle it
|
||||
if (action.BehaviorType == BehaviorType.Toggle)
|
||||
{
|
||||
actionSlot.ToggledOn = actionState.ToggledOn;
|
||||
}
|
||||
actionSlot.UpdateIcons();
|
||||
actionSlot.DrawModeChanged();
|
||||
}
|
||||
|
||||
private void UpdateActionSlot(ItemActionType itemlessActionType, ActionSlot actionSlot,
|
||||
ActionAssignment? assignedActionType)
|
||||
{
|
||||
if (_actionManager.TryGet(itemlessActionType, out var action))
|
||||
{
|
||||
actionSlot.Assign(action);
|
||||
}
|
||||
else
|
||||
{
|
||||
Logger.ErrorS("action", "unrecognized actionType {0}", assignedActionType);
|
||||
actionSlot.Clear();
|
||||
}
|
||||
actionSlot.Cooldown = null;
|
||||
}
|
||||
|
||||
private void UpdateActionSlot(EntityUid item, ItemActionType itemActionType, ActionSlot actionSlot,
|
||||
ActionAssignment? assignedActionType)
|
||||
{
|
||||
if (!_entityManager.EntityExists(item)) return;
|
||||
if (_actionManager.TryGet(itemActionType, out var action))
|
||||
{
|
||||
actionSlot.Assign(action, item, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
Logger.ErrorS("action", "unrecognized actionType {0}", assignedActionType);
|
||||
actionSlot.Clear();
|
||||
return;
|
||||
}
|
||||
|
||||
if (!_actionsComponent.TryGetItemActionState(itemActionType, item, out var actionState))
|
||||
{
|
||||
// action is no longer tied to an item, this should never happen as we
|
||||
// check this at the start of this method. But just to be safe
|
||||
// we will restore our assignment here to the correct state
|
||||
Logger.ErrorS("action", "coding error, expected actionType {0} to have" +
|
||||
" a state but it didn't", assignedActionType);
|
||||
_actionsComponent.Assignments.AssignSlot(SelectedHotbar, actionSlot.SlotIndex,
|
||||
ActionAssignment.For(itemActionType));
|
||||
actionSlot.Assign(action);
|
||||
return;
|
||||
}
|
||||
|
||||
if (!actionState.Enabled)
|
||||
{
|
||||
// just disabled an action we were trying to target with, stop targeting
|
||||
if (SelectingTargetFor?.Action != null && SelectingTargetFor.Action == action)
|
||||
{
|
||||
StopTargeting();
|
||||
}
|
||||
|
||||
actionSlot.DisableAction();
|
||||
}
|
||||
else
|
||||
{
|
||||
// action is currently granted
|
||||
actionSlot.EnableAction();
|
||||
|
||||
// if we are targeting with an action now on cooldown, stop targeting if we should
|
||||
if (SelectingTargetFor?.Action != null && SelectingTargetFor.Action == action &&
|
||||
SelectingTargetFor.Item == item &&
|
||||
actionState.IsOnCooldown(_gameTiming) && action.DeselectOnCooldown)
|
||||
{
|
||||
StopTargeting();
|
||||
}
|
||||
}
|
||||
actionSlot.Cooldown = actionState.Cooldown;
|
||||
|
||||
// check if we need to toggle it
|
||||
if (action.BehaviorType == BehaviorType.Toggle)
|
||||
{
|
||||
actionSlot.ToggledOn = actionState.ToggledOn;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private void OnHotbarPaginate(GUIBoundKeyEventArgs args)
|
||||
{
|
||||
// rather than clicking the arrows themselves, the user can click the hbox so it's more
|
||||
@@ -445,11 +345,11 @@ namespace Content.Client.Actions.UI
|
||||
var rightness = args.RelativePosition.X / _loadoutContainer.Width;
|
||||
if (rightness > 0.5)
|
||||
{
|
||||
ChangeHotbar((byte) ((SelectedHotbar + 1) % ClientActionsComponent.Hotbars));
|
||||
ChangeHotbar((byte) ((SelectedHotbar + 1) % ActionsSystem.Hotbars));
|
||||
}
|
||||
else
|
||||
{
|
||||
var newBar = SelectedHotbar == 0 ? ClientActionsComponent.Hotbars - 1 : SelectedHotbar - 1;
|
||||
var newBar = SelectedHotbar == 0 ? ActionsSystem.Hotbars - 1 : SelectedHotbar - 1;
|
||||
ChangeHotbar((byte) newBar);
|
||||
}
|
||||
}
|
||||
@@ -483,29 +383,35 @@ namespace Content.Client.Actions.UI
|
||||
/// </summary>
|
||||
private void StartTargeting(ActionSlot actionSlot)
|
||||
{
|
||||
if (actionSlot.Action == null)
|
||||
return;
|
||||
|
||||
// If we were targeting something else we should stop
|
||||
StopTargeting();
|
||||
|
||||
SelectingTargetFor = actionSlot;
|
||||
|
||||
// show it as toggled on to indicate we are currently selecting a target for it
|
||||
if (!actionSlot.ToggledOn)
|
||||
{
|
||||
actionSlot.ToggledOn = true;
|
||||
}
|
||||
if (actionSlot.Action is TargetedAction targetAction)
|
||||
System.StartTargeting(targetAction);
|
||||
|
||||
UpdateUI();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Switch out of targeting mode if currently selecting target for an action
|
||||
/// </summary>
|
||||
public void StopTargeting()
|
||||
public void StopTargeting(bool updating = false)
|
||||
{
|
||||
if (SelectingTargetFor == null) return;
|
||||
if (SelectingTargetFor.ToggledOn)
|
||||
{
|
||||
SelectingTargetFor.ToggledOn = false;
|
||||
}
|
||||
if (SelectingTargetFor == null)
|
||||
return;
|
||||
|
||||
SelectingTargetFor = null;
|
||||
System.StopTargeting();
|
||||
|
||||
// Sometimes targeting gets stopped mid-UI update.
|
||||
// in that case, don't need to do a nested UI refresh.
|
||||
if (!updating)
|
||||
UpdateUI();
|
||||
}
|
||||
|
||||
private void OnToggleActionsMenu(BaseButton.ButtonEventArgs args)
|
||||
@@ -513,7 +419,6 @@ namespace Content.Client.Actions.UI
|
||||
ToggleActionsMenu();
|
||||
}
|
||||
|
||||
|
||||
private void OnToggleActionsMenuTopButton(bool open)
|
||||
{
|
||||
if (open == _menu.IsOpen) return;
|
||||
@@ -543,7 +448,7 @@ namespace Content.Client.Actions.UI
|
||||
// only initiate the drag if the slot has an action in it
|
||||
if (Locked || DragDropHelper.Dragged?.Action == null) return false;
|
||||
|
||||
_dragShadow.Texture = DragDropHelper.Dragged.Action.Icon.Frame0();
|
||||
_dragShadow.Texture = DragDropHelper.Dragged.Action.Icon?.Frame0();
|
||||
LayoutContainer.SetPosition(_dragShadow, UserInterfaceManager.MousePositionScaled.Position - (32, 32));
|
||||
DragDropHelper.Dragged.CancelPress();
|
||||
return true;
|
||||
@@ -574,6 +479,7 @@ namespace Content.Client.Actions.UI
|
||||
{
|
||||
var actionSlot = _slots[slot];
|
||||
actionSlot.Depress(args.State == BoundKeyState.Down);
|
||||
actionSlot.DrawModeChanged();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
Reference in New Issue
Block a user