Actions Rework (#6791)
* 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)
This commit is contained in:
@@ -1,23 +1,18 @@
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using System.Collections.Generic;
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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.Resources;
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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.Graphics;
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using Robust.Client.ResourceManagement;
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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.GameObjects;
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using Robust.Shared.Input;
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using Robust.Shared.Input.Binding;
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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 Robust.Shared.Utility;
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using static Robust.Client.UserInterface.Controls.BoxContainer;
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namespace Content.Client.Actions.UI
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@@ -27,13 +22,16 @@ namespace Content.Client.Actions.UI
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/// </summary>
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public sealed class ActionsUI : Container
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{
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private const float DragDeadZone = 10f;
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private const float CustomTooltipDelay = 0.4f;
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private readonly ClientActionsComponent _actionsComponent;
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private readonly ActionManager _actionManager;
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private readonly IEntityManager _entityManager;
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private readonly IGameTiming _gameTiming;
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internal readonly ActionsSystem System;
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private readonly IGameHud _gameHud;
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/// <summary>
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/// The action component of the currently attached entity.
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/// </summary>
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public readonly ActionsComponent Component;
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private readonly ActionSlot[] _slots;
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private readonly GridContainer _slotContainer;
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@@ -75,15 +73,13 @@ namespace Content.Client.Actions.UI
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/// </summary>
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public IEnumerable<ActionSlot> Slots => _slots;
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public ActionsUI(ClientActionsComponent actionsComponent)
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public ActionsUI(ActionsSystem system, ActionsComponent component)
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{
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SetValue(LayoutContainer.DebugProperty, true);
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_actionsComponent = actionsComponent;
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_actionManager = IoCManager.Resolve<ActionManager>();
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_entityManager = IoCManager.Resolve<IEntityManager>();
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_gameTiming = IoCManager.Resolve<IGameTiming>();
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System = system;
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Component = component;
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_gameHud = IoCManager.Resolve<IGameHud>();
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_menu = new ActionMenu(_actionsComponent, this);
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_menu = new ActionMenu(this);
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LayoutContainer.SetGrowHorizontal(this, LayoutContainer.GrowDirection.End);
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LayoutContainer.SetGrowVertical(this, LayoutContainer.GrowDirection.Constrain);
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@@ -196,7 +192,7 @@ namespace Content.Client.Actions.UI
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_loadoutContainer.AddChild(nextHotbarIcon);
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_loadoutContainer.AddChild(new Control { HorizontalExpand = true, SizeFlagsStretchRatio = 1 });
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_slots = new ActionSlot[ClientActionsComponent.Slots];
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_slots = new ActionSlot[ActionsSystem.Slots];
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_dragShadow = new TextureRect
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{
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@@ -207,14 +203,14 @@ namespace Content.Client.Actions.UI
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};
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UserInterfaceManager.PopupRoot.AddChild(_dragShadow);
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for (byte i = 0; i < ClientActionsComponent.Slots; i++)
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for (byte i = 0; i < ActionsSystem.Slots; i++)
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{
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var slot = new ActionSlot(this, _menu, actionsComponent, i);
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var slot = new ActionSlot(this, _menu, i);
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_slotContainer.AddChild(slot);
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_slots[i] = slot;
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}
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DragDropHelper = new DragDropHelper<ActionSlot>(OnBeginActionDrag, OnContinueActionDrag, OnEndActionDrag);
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DragDropHelper = new DragDropHelper<ActionSlot>(OnBeginActionDrag, OnContinueActionDrag, OnEndActionDrag, DragDeadZone);
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MinSize = (10, 400);
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}
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@@ -285,157 +281,47 @@ namespace Content.Client.Actions.UI
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foreach (var actionSlot in Slots)
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{
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var assignedActionType = _actionsComponent.Assignments[SelectedHotbar, actionSlot.SlotIndex];
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if (!assignedActionType.HasValue)
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var action = System.Assignments[SelectedHotbar, actionSlot.SlotIndex];
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if (action == null)
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{
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if (SelectingTargetFor == actionSlot)
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StopTargeting(true);
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actionSlot.Clear();
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continue;
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}
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if (assignedActionType.Value.TryGetAction(out var actionType))
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{
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UpdateActionSlot(actionType, actionSlot, assignedActionType);
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}
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else if (assignedActionType.Value.TryGetItemActionWithoutItem(out var itemlessActionType))
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{
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UpdateActionSlot(itemlessActionType, actionSlot, assignedActionType);
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}
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else if (assignedActionType.Value.TryGetItemActionWithItem(out var itemActionType, out var item))
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{
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UpdateActionSlot(item, itemActionType, actionSlot, assignedActionType);
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}
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else
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{
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Logger.ErrorS("action", "unexpected Assignment type {0}",
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assignedActionType.Value.Assignment);
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actionSlot.Clear();
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}
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// This shouldn't happen, but could possible occur if theres some bug. Really the fact that the
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// assignments aren't stored directly on the components or actions is just bad design and needs fixing.
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DebugTools.Assert(Component.Actions.TryGetValue(action, out var compAction) && compAction == action);
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UpdateActionSlot(action, actionSlot);
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}
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}
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private void UpdateActionSlot(ActionType actionType, ActionSlot actionSlot, ActionAssignment? assignedActionType)
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private void UpdateActionSlot(ActionType action, ActionSlot actionSlot)
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{
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if (_actionManager.TryGet(actionType, out var action))
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{
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actionSlot.Assign(action, true);
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}
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else
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{
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Logger.ErrorS("action", "unrecognized actionType {0}", assignedActionType);
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actionSlot.Clear();
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return;
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}
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actionSlot.Assign(action);
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if (!_actionsComponent.TryGetActionState(actionType, out var actionState) || !actionState.Enabled)
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if (!action.Enabled)
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{
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// action is currently disabled
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// just revoked an action we were trying to target with, stop targeting
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if (SelectingTargetFor?.Action != null && SelectingTargetFor.Action == action)
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{
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StopTargeting();
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}
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actionSlot.DisableAction();
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actionSlot.Cooldown = null;
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actionSlot.Disable();
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}
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else
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{
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// action is currently granted
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actionSlot.EnableAction();
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actionSlot.Cooldown = actionState.Cooldown;
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// if we are targeting for this action and it's now on cooldown, stop targeting if we're supposed to
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if (SelectingTargetFor?.Action != null && SelectingTargetFor.Action == action &&
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actionState.IsOnCooldown(_gameTiming) && action.DeselectOnCooldown)
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{
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StopTargeting();
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}
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actionSlot.Enable();
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}
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// check if we need to toggle it
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if (action.BehaviorType == BehaviorType.Toggle)
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{
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actionSlot.ToggledOn = actionState.ToggledOn;
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}
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actionSlot.UpdateIcons();
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actionSlot.DrawModeChanged();
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}
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private void UpdateActionSlot(ItemActionType itemlessActionType, ActionSlot actionSlot,
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ActionAssignment? assignedActionType)
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{
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if (_actionManager.TryGet(itemlessActionType, out var action))
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{
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actionSlot.Assign(action);
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}
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else
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{
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Logger.ErrorS("action", "unrecognized actionType {0}", assignedActionType);
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actionSlot.Clear();
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}
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actionSlot.Cooldown = null;
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}
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private void UpdateActionSlot(EntityUid item, ItemActionType itemActionType, ActionSlot actionSlot,
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ActionAssignment? assignedActionType)
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{
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if (!_entityManager.EntityExists(item)) return;
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if (_actionManager.TryGet(itemActionType, out var action))
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{
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actionSlot.Assign(action, item, true);
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}
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else
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{
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Logger.ErrorS("action", "unrecognized actionType {0}", assignedActionType);
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actionSlot.Clear();
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return;
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}
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if (!_actionsComponent.TryGetItemActionState(itemActionType, item, out var actionState))
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{
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// action is no longer tied to an item, this should never happen as we
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// check this at the start of this method. But just to be safe
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// we will restore our assignment here to the correct state
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Logger.ErrorS("action", "coding error, expected actionType {0} to have" +
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" a state but it didn't", assignedActionType);
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_actionsComponent.Assignments.AssignSlot(SelectedHotbar, actionSlot.SlotIndex,
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ActionAssignment.For(itemActionType));
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actionSlot.Assign(action);
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return;
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}
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if (!actionState.Enabled)
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{
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// just disabled an action we were trying to target with, stop targeting
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if (SelectingTargetFor?.Action != null && SelectingTargetFor.Action == action)
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{
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StopTargeting();
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}
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actionSlot.DisableAction();
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}
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else
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{
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// action is currently granted
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actionSlot.EnableAction();
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// if we are targeting with an action now on cooldown, stop targeting if we should
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if (SelectingTargetFor?.Action != null && SelectingTargetFor.Action == action &&
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SelectingTargetFor.Item == item &&
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actionState.IsOnCooldown(_gameTiming) && action.DeselectOnCooldown)
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{
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StopTargeting();
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}
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}
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actionSlot.Cooldown = actionState.Cooldown;
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// check if we need to toggle it
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if (action.BehaviorType == BehaviorType.Toggle)
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{
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actionSlot.ToggledOn = actionState.ToggledOn;
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}
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}
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private void OnHotbarPaginate(GUIBoundKeyEventArgs args)
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{
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// rather than clicking the arrows themselves, the user can click the hbox so it's more
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@@ -445,11 +331,11 @@ namespace Content.Client.Actions.UI
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var rightness = args.RelativePosition.X / _loadoutContainer.Width;
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if (rightness > 0.5)
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{
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ChangeHotbar((byte) ((SelectedHotbar + 1) % ClientActionsComponent.Hotbars));
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ChangeHotbar((byte) ((SelectedHotbar + 1) % ActionsSystem.Hotbars));
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}
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else
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{
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var newBar = SelectedHotbar == 0 ? ClientActionsComponent.Hotbars - 1 : SelectedHotbar - 1;
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var newBar = SelectedHotbar == 0 ? ActionsSystem.Hotbars - 1 : SelectedHotbar - 1;
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ChangeHotbar((byte) newBar);
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}
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}
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@@ -483,29 +369,35 @@ namespace Content.Client.Actions.UI
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/// </summary>
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private void StartTargeting(ActionSlot actionSlot)
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{
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if (actionSlot.Action == null)
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return;
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// If we were targeting something else we should stop
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StopTargeting();
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SelectingTargetFor = actionSlot;
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// show it as toggled on to indicate we are currently selecting a target for it
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if (!actionSlot.ToggledOn)
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{
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actionSlot.ToggledOn = true;
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}
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if (actionSlot.Action is TargetedAction targetAction)
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System.StartTargeting(targetAction);
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UpdateUI();
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}
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/// <summary>
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/// Switch out of targeting mode if currently selecting target for an action
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/// </summary>
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public void StopTargeting()
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public void StopTargeting(bool updating = false)
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{
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if (SelectingTargetFor == null) return;
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if (SelectingTargetFor.ToggledOn)
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{
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SelectingTargetFor.ToggledOn = false;
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}
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if (SelectingTargetFor == null)
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return;
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SelectingTargetFor = null;
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System.StopTargeting();
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// Sometimes targeting gets stopped mid-UI update.
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// in that case, don't need to do a nested UI refresh.
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if (!updating)
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UpdateUI();
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}
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private void OnToggleActionsMenu(BaseButton.ButtonEventArgs args)
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@@ -513,7 +405,6 @@ namespace Content.Client.Actions.UI
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ToggleActionsMenu();
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}
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private void OnToggleActionsMenuTopButton(bool open)
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{
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if (open == _menu.IsOpen) return;
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@@ -543,7 +434,7 @@ namespace Content.Client.Actions.UI
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// only initiate the drag if the slot has an action in it
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if (Locked || DragDropHelper.Dragged?.Action == null) return false;
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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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LayoutContainer.SetPosition(_dragShadow, UserInterfaceManager.MousePositionScaled.Position - (32, 32));
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DragDropHelper.Dragged.CancelPress();
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return true;
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@@ -574,6 +465,7 @@ namespace Content.Client.Actions.UI
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{
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var actionSlot = _slots[slot];
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actionSlot.Depress(args.State == BoundKeyState.Down);
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actionSlot.DrawModeChanged();
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}
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/// <summary>
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