ConstructionGL2 Part 2: Better guided steps and recipes. (#5103)
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@@ -65,6 +65,9 @@ namespace Content.Client.Construction.UI
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_constructionView.MoveToFront();
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else
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_constructionView.OpenCentered();
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if(_selected != null)
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PopulateInfo(_selected);
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}
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else
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_constructionView.Close();
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@@ -224,95 +227,23 @@ namespace Content.Client.Construction.UI
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private void GenerateStepList(ConstructionPrototype prototype, ItemList stepList)
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{
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if (!_prototypeManager.TryIndex(prototype.Graph, out ConstructionGraphPrototype? graph))
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if (_constructionSystem?.GetGuide(prototype) is not { } guide)
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return;
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var startNode = graph.Nodes[prototype.StartNode];
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var targetNode = graph.Nodes[prototype.TargetNode];
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if (!graph.TryPath(startNode.Name, targetNode.Name, out var path))
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foreach (var entry in guide.Entries)
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{
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return;
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var text = entry.Arguments != null
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? Loc.GetString(entry.Localization, entry.Arguments) : Loc.GetString(entry.Localization);
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if (entry.EntryNumber is {} number)
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text = Loc.GetString("construction-presenter-step-wrapper",
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("step-number", number), ("text", text));
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// The padding needs to be applied regardless of text length... (See PadLeft documentation)
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text = text.PadLeft(text.Length + entry.Padding);
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stepList.AddItem(text, entry.Icon?.Frame0(), false);
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}
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var current = startNode;
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var stepNumber = 1;
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foreach (var node in path)
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{
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if (!current.TryGetEdge(node.Name, out var edge))
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{
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continue;
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}
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var firstNode = current == startNode;
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if (firstNode)
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{
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stepList.AddItem(prototype.Type == ConstructionType.Item
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? Loc.GetString($"construction-presenter-to-craft", ("step-number", stepNumber++))
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: Loc.GetString($"construction-presenter-to-build", ("step-number", stepNumber++)));
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}
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foreach (var step in edge.Steps)
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{
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var icon = GetTextureForStep(_resourceCache, step);
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switch (step)
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{
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case MaterialConstructionGraphStep materialStep:
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stepList.AddItem(
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!firstNode
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? Loc.GetString(
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"construction-presenter-material-step",
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("step-number", stepNumber++),
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("amount", materialStep.Amount),
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("material", materialStep.MaterialPrototype.Name))
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: Loc.GetString(
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"construction-presenter-material-first-step",
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("amount", materialStep.Amount),
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("material", materialStep.MaterialPrototype.Name)),
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icon);
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break;
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case ToolConstructionGraphStep toolStep:
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stepList.AddItem(Loc.GetString(
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"construction-presenter-tool-step",
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("step-number", stepNumber++),
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("tool", Loc.GetString(_prototypeManager.Index<ToolQualityPrototype>(toolStep.Tool).ToolName))),
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icon);
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break;
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case ArbitraryInsertConstructionGraphStep arbitraryStep:
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stepList.AddItem(Loc.GetString(
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"construction-presenter-arbitrary-step",
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("step-number", stepNumber++),
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("name", arbitraryStep.Name)),
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icon);
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break;
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}
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}
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current = node;
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}
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}
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private Texture? GetTextureForStep(IResourceCache resourceCache, ConstructionGraphStep step)
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{
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switch (step)
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{
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case MaterialConstructionGraphStep materialStep:
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return materialStep.MaterialPrototype.Icon?.Frame0();
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case ToolConstructionGraphStep toolStep:
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return _prototypeManager.Index<ToolQualityPrototype>(toolStep.Tool).Icon?.Frame0();
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case ArbitraryInsertConstructionGraphStep arbitraryStep:
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return arbitraryStep.Icon?.Frame0();
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}
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return null;
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}
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private static ItemList.Item GetItem(ConstructionPrototype recipe, ItemList itemList)
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@@ -413,6 +344,7 @@ namespace Content.Client.Construction.UI
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_constructionSystem = system;
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system.ToggleCraftingWindow += SystemOnToggleMenu;
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system.CraftingAvailabilityChanged += SystemCraftingAvailabilityChanged;
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system.ConstructionGuideAvailable += SystemGuideAvailable;
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CraftingAvailable = system.CraftingEnabled;
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}
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@@ -425,6 +357,7 @@ namespace Content.Client.Construction.UI
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system.ToggleCraftingWindow -= SystemOnToggleMenu;
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system.CraftingAvailabilityChanged -= SystemCraftingAvailabilityChanged;
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system.ConstructionGuideAvailable -= SystemGuideAvailable;
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_constructionSystem = null;
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}
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@@ -454,5 +387,19 @@ namespace Content.Client.Construction.UI
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_gameHud.CraftingButtonDown = true; // This does not call CraftingButtonToggled
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}
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}
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private void SystemGuideAvailable(object? sender, string e)
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{
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if (!CraftingAvailable)
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return;
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if (!WindowOpen)
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return;
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if (_selected == null)
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return;
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PopulateInfo(_selected);
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}
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}
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}
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