Refactor actions to be entities with components (#19900)
This commit is contained in:
@@ -1,9 +1,9 @@
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using System.Numerics;
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using Content.Client.Actions;
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using Content.Client.Actions.UI;
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using Content.Client.Cooldown;
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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.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.UserInterface;
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@@ -19,11 +19,14 @@ namespace Content.Client.UserInterface.Systems.Actions.Controls;
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public sealed class ActionButton : Control
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{
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private IEntityManager? _entities;
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private ActionUIController Controller => UserInterfaceManager.GetUIController<ActionUIController>();
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private IEntityManager Entities => _entities ??= IoCManager.Resolve<IEntityManager>();
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private ActionsSystem Actions => Entities.System<ActionsSystem>();
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private bool _beingHovered;
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private bool _depressed;
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private bool _toggled;
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private bool _spriteViewDirty;
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public BoundKeyFunction? KeyBind
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{
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@@ -48,7 +51,7 @@ public sealed class ActionButton : Control
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private readonly SpriteView _smallItemSpriteView;
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private readonly SpriteView _bigItemSpriteView;
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public ActionType? Action { get; private set; }
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public EntityUid? ActionId { get; private set; }
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public bool Locked { get; set; }
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public event Action<GUIBoundKeyEventArgs, ActionButton>? ActionPressed;
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@@ -176,11 +179,11 @@ public sealed class ActionButton : Control
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private Control? SupplyTooltip(Control sender)
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{
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if (Action == null)
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if (!Entities.TryGetComponent(ActionId, out MetaDataComponent? metadata))
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return null;
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var name = FormattedMessage.FromMarkupPermissive(Loc.GetString(Action.DisplayName));
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var decr = FormattedMessage.FromMarkupPermissive(Loc.GetString(Action.Description));
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var name = FormattedMessage.FromMarkupPermissive(Loc.GetString(metadata.EntityName));
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var decr = FormattedMessage.FromMarkupPermissive(Loc.GetString(metadata.EntityDescription));
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return new ActionAlertTooltip(name, decr);
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}
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@@ -192,18 +195,9 @@ public sealed class ActionButton : Control
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private void UpdateItemIcon()
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{
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var entityManager = IoCManager.Resolve<IEntityManager>();
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if (Action?.EntityIcon != null && !entityManager.EntityExists(Action.EntityIcon))
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{
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// This is almost certainly because a player received/processed their own actions component state before
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// being send the entity in their inventory that enabled this action.
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// Defer updating icons to the next FrameUpdate().
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_spriteViewDirty = true;
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return;
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}
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if (Action?.EntityIcon is not { } entity || !entityManager.HasComponent<SpriteComponent>(entity))
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if (!Actions.TryGetActionData(ActionId, out var action) ||
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action is not { EntityIcon: { } entity } ||
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!Entities.HasComponent<SpriteComponent>(entity))
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{
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_bigItemSpriteView.Visible = false;
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_bigItemSpriteView.SetEntity(null);
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@@ -212,7 +206,7 @@ public sealed class ActionButton : Control
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}
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else
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{
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switch (Action.ItemIconStyle)
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switch (action.ItemIconStyle)
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{
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case ItemActionIconStyle.BigItem:
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_bigItemSpriteView.Visible = true;
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@@ -238,17 +232,17 @@ public sealed class ActionButton : Control
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private void SetActionIcon(Texture? texture)
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{
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if (texture == null || Action == null)
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if (!Actions.TryGetActionData(ActionId, out var action) || texture == null)
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{
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_bigActionIcon.Texture = null;
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_bigActionIcon.Visible = false;
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_smallActionIcon.Texture = null;
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_smallActionIcon.Visible = false;
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}
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else if (Action.EntityIcon != null && Action.ItemIconStyle == ItemActionIconStyle.BigItem)
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else if (action.EntityIcon != null && action.ItemIconStyle == ItemActionIconStyle.BigItem)
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{
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_smallActionIcon.Texture = texture;
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_smallActionIcon.Modulate = Action.IconColor;
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_smallActionIcon.Modulate = action.IconColor;
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_smallActionIcon.Visible = true;
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_bigActionIcon.Texture = null;
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_bigActionIcon.Visible = false;
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@@ -256,7 +250,7 @@ public sealed class ActionButton : Control
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else
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{
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_bigActionIcon.Texture = texture;
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_bigActionIcon.Modulate = Action.IconColor;
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_bigActionIcon.Modulate = action.IconColor;
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_bigActionIcon.Visible = true;
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_smallActionIcon.Texture = null;
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_smallActionIcon.Visible = false;
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@@ -267,39 +261,39 @@ public sealed class ActionButton : Control
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{
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UpdateItemIcon();
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if (Action == null)
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if (!Actions.TryGetActionData(ActionId, out var action))
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{
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SetActionIcon(null);
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return;
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}
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if ((Controller.SelectingTargetFor == Action || Action.Toggled) && Action.IconOn != null)
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SetActionIcon(Action.IconOn.Frame0());
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if ((Controller.SelectingTargetFor == ActionId || action.Toggled) && action.IconOn != null)
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SetActionIcon(action.IconOn.Frame0());
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else
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SetActionIcon(Action.Icon?.Frame0());
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SetActionIcon(action.Icon?.Frame0());
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}
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public bool TryReplaceWith(ActionType action)
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public bool TryReplaceWith(EntityUid actionId)
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{
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if (Locked)
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{
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return false;
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}
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UpdateData(action);
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UpdateData(actionId);
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return true;
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}
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public void UpdateData(ActionType action)
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public void UpdateData(EntityUid actionId)
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{
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Action = action;
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ActionId = actionId;
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Label.Visible = true;
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UpdateIcons();
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}
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public void ClearData()
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{
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Action = null;
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ActionId = null;
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Cooldown.Visible = false;
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Cooldown.Progress = 1;
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Label.Visible = false;
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@@ -310,20 +304,19 @@ public sealed class ActionButton : Control
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{
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base.FrameUpdate(args);
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if (_spriteViewDirty)
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if (!Actions.TryGetActionData(ActionId, out var action))
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{
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_spriteViewDirty = false;
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UpdateIcons();
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return;
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}
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if (Action?.Cooldown != null)
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if (action.Cooldown != null)
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{
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Cooldown.FromTime(Action.Cooldown.Value.Start, Action.Cooldown.Value.End);
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Cooldown.FromTime(action.Cooldown.Value.Start, action.Cooldown.Value.End);
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}
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if (Action != null && _toggled != Action.Toggled)
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if (ActionId != null && _toggled != action.Toggled)
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{
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_toggled = Action.Toggled;
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_toggled = action.Toggled;
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}
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}
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@@ -350,7 +343,7 @@ public sealed class ActionButton : Control
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public void Depress(GUIBoundKeyEventArgs args, bool depress)
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{
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// action can still be toggled if it's allowed to stay selected
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if (Action is not {Enabled: true})
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if (!Actions.TryGetActionData(ActionId, out var action) || action is not { Enabled: true })
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return;
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if (_depressed && !depress)
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@@ -368,14 +361,14 @@ public sealed class ActionButton : Control
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HighlightRect.Visible = _beingHovered;
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// always show the normal empty button style if no action in this slot
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if (Action == null)
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if (!Actions.TryGetActionData(ActionId, out var action))
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{
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SetOnlyStylePseudoClass(ContainerButton.StylePseudoClassNormal);
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return;
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}
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// show a hover only if the action is usable or another action is being dragged on top of this
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if (_beingHovered && (Controller.IsDragging || Action.Enabled))
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if (_beingHovered && (Controller.IsDragging || action.Enabled))
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{
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SetOnlyStylePseudoClass(ContainerButton.StylePseudoClassHover);
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}
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@@ -390,16 +383,16 @@ public sealed class ActionButton : Control
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}
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// if it's toggled on, always show the toggled on style (currently same as depressed style)
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if (Action.Toggled || Controller.SelectingTargetFor == Action)
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if (action.Toggled || Controller.SelectingTargetFor == ActionId)
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{
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// when there's a toggle sprite, we're showing that sprite instead of highlighting this slot
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SetOnlyStylePseudoClass(Action.IconOn != null
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SetOnlyStylePseudoClass(action.IconOn != null
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? ContainerButton.StylePseudoClassNormal
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: ContainerButton.StylePseudoClassPressed);
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return;
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}
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if (!Action.Enabled)
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if (!action.Enabled)
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{
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SetOnlyStylePseudoClass(ContainerButton.StylePseudoClassDisabled);
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return;
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