Borg hands & hand whitelisting (#38668)
* Borg hands & hand whitelisting * yaml linted * yaml linted (x2) * yaml linted (x3) * my storage tests so pass * no need for SetCount * ok new stuff you can get fixed too * oops * staque * what if we addressed feedback * my place so holder * what if we addresesd feedback * what if i did it correctly * terminating or deleted
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@@ -12,6 +12,7 @@ using Robust.Client.Player;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controllers;
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using Robust.Shared.Input;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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@@ -73,7 +74,8 @@ public sealed class HandsUIController : UIController, IOnStateEntered<GameplaySt
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{
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if (entity.Owner != _player.LocalEntity)
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return;
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AddHand(name, location);
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if (_handsSystem.TryGetHand((entity.Owner, entity.Comp), name, out var hand))
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AddHand(name, hand.Value);
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}
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private void OnRemoveHand(Entity<HandsComponent> entity, string name)
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@@ -139,7 +141,7 @@ public sealed class HandsUIController : UIController, IOnStateEntered<GameplaySt
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_playerHandsComponent = handsComp;
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foreach (var (name, hand) in handsComp.Comp.Hands)
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{
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var handButton = AddHand(name, hand.Location);
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var handButton = AddHand(name, hand);
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if (_handsSystem.TryGetHeldItem(handsComp.AsNullable(), name, out var held) &&
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_entities.TryGetComponent(held, out VirtualItemComponent? virt))
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@@ -147,11 +149,25 @@ public sealed class HandsUIController : UIController, IOnStateEntered<GameplaySt
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handButton.SetEntity(virt.BlockingEntity);
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handButton.Blocked = true;
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}
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else
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else if (held != null)
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{
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handButton.SetEntity(held);
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handButton.Blocked = false;
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}
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else
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{
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if (hand.EmptyRepresentative is { } representative)
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{
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// placeholder, view it
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SetRepresentative(handButton, representative);
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}
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else
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{
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// otherwise empty
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handButton.SetEntity(null);
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}
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handButton.Blocked = false;
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}
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}
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if (handsComp.Comp.ActiveHandId == null)
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@@ -159,6 +175,11 @@ public sealed class HandsUIController : UIController, IOnStateEntered<GameplaySt
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SetActiveHand(handsComp.Comp.ActiveHandId);
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}
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private void SetRepresentative(HandButton handButton, EntProtoId prototype)
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{
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handButton.SetPrototype(prototype, true);
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}
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private void HandBlocked(string handName)
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{
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if (!_handLookup.TryGetValue(handName, out var hand))
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@@ -203,7 +224,12 @@ public sealed class HandsUIController : UIController, IOnStateEntered<GameplaySt
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hand.Blocked = false;
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}
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UpdateHandStatus(hand, entity);
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if (_playerHandsComponent != null &&
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_player.LocalSession?.AttachedEntity is { } playerEntity &&
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_handsSystem.TryGetHand((playerEntity, _playerHandsComponent), name, out var handData))
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{
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UpdateHandStatus(hand, entity, handData);
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}
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}
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private void OnItemRemoved(string name, EntityUid entity)
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@@ -212,8 +238,19 @@ public sealed class HandsUIController : UIController, IOnStateEntered<GameplaySt
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if (hand == null)
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return;
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if (_playerHandsComponent != null &&
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_player.LocalSession?.AttachedEntity is { } playerEntity &&
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_handsSystem.TryGetHand((playerEntity, _playerHandsComponent), name, out var handData))
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{
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UpdateHandStatus(hand, null, handData);
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if (handData?.EmptyRepresentative is { } representative)
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{
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SetRepresentative(hand, representative);
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return;
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}
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}
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hand.SetEntity(null);
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UpdateHandStatus(hand, null);
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}
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private HandsContainer GetFirstAvailableContainer()
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@@ -276,13 +313,13 @@ public sealed class HandsUIController : UIController, IOnStateEntered<GameplaySt
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if (foldedLocation == HandUILocation.Left)
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{
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_statusHandLeft = handControl;
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HandsGui.UpdatePanelEntityLeft(heldEnt);
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HandsGui.UpdatePanelEntityLeft(heldEnt, hand.Value);
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}
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else
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{
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// Middle or right
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_statusHandRight = handControl;
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HandsGui.UpdatePanelEntityRight(heldEnt);
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HandsGui.UpdatePanelEntityRight(heldEnt, hand.Value);
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}
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HandsGui.SetHighlightHand(foldedLocation);
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@@ -295,9 +332,9 @@ public sealed class HandsUIController : UIController, IOnStateEntered<GameplaySt
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return handControl;
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}
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private HandButton AddHand(string handName, HandLocation location)
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private HandButton AddHand(string handName, Hand hand)
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{
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var button = new HandButton(handName, location);
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var button = new HandButton(handName, hand.Location);
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button.StoragePressed += StorageActivate;
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button.Pressed += HandPressed;
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@@ -313,10 +350,16 @@ public sealed class HandsUIController : UIController, IOnStateEntered<GameplaySt
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GetFirstAvailableContainer().AddButton(button);
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}
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if (hand.EmptyRepresentative is { } representative)
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{
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SetRepresentative(button, representative);
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}
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UpdateHandStatus(button, null, hand);
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// If we don't have a status for this hand type yet, set it.
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// This means we have status filled by default in most scenarios,
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// otherwise the user'd need to switch hands to "activate" the hands the first time.
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if (location.GetUILocation() == HandUILocation.Left)
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if (hand.Location.GetUILocation() == HandUILocation.Left)
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_statusHandLeft ??= button;
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else
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_statusHandRight ??= button;
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@@ -480,12 +523,12 @@ public sealed class HandsUIController : UIController, IOnStateEntered<GameplaySt
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}
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}
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private void UpdateHandStatus(HandButton hand, EntityUid? entity)
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private void UpdateHandStatus(HandButton hand, EntityUid? entity, Hand? handData)
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{
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if (hand == _statusHandLeft)
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HandsGui?.UpdatePanelEntityLeft(entity);
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HandsGui?.UpdatePanelEntityLeft(entity, handData);
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if (hand == _statusHandRight)
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HandsGui?.UpdatePanelEntityRight(entity);
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HandsGui?.UpdatePanelEntityRight(entity, handData);
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}
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}
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