Better logic related to selecting / deselecting target-based actions (#2962)
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@@ -184,8 +184,10 @@ namespace Content.Client.GameObjects.Components.Mobs
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// only do something for actual target-based actions
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if (_ui?.SelectingTargetFor?.Action == null ||
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(_ui.SelectingTargetFor.Action.BehaviorType != BehaviorType.TargetEntity &&
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_ui.SelectingTargetFor.Action.BehaviorType != BehaviorType.TargetPoint)) return false;
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(!_ui.SelectingTargetFor.Action.IsTargetAction)) return false;
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// do nothing if we know it's on cooldown
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if (_ui.SelectingTargetFor.IsOnCooldown) return false;
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var attempt = _ui.SelectingTargetFor.ActionAttempt();
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if (attempt == null)
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@@ -217,6 +219,13 @@ namespace Content.Client.GameObjects.Components.Mobs
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}
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return true;
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}
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// we are supposed to target an entity but we didn't click it
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case BehaviorType.TargetEntity when args.EntityUid == EntityUid.Invalid:
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{
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if (attempt.Action.DeselectWhenEntityNotClicked)
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_ui.StopTargeting();
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return false;
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}
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default:
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_ui.StopTargeting();
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return false;
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@@ -404,8 +404,7 @@ namespace Content.Client.UserInterface
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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.BehaviorType == BehaviorType.TargetEntity ||
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action.BehaviorType == BehaviorType.TargetPoint,
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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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};
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@@ -337,9 +337,9 @@ namespace Content.Client.UserInterface
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actionSlot.EnableAction();
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actionSlot.Cooldown = actionState.Cooldown;
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// if we are targeting with an action now on cooldown, stop targeting
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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))
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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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@@ -410,10 +410,10 @@ namespace Content.Client.UserInterface
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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
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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 == itemEntity &&
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actionState.IsOnCooldown(_gameTiming))
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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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@@ -53,8 +53,10 @@ namespace Content.Client.UserInterface.Controls
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/// <summary>
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/// Is there an action in the slot that can currently be used?
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/// Target-basedActions on cooldown can still be selected / deselected if they've been configured as such
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/// </summary>
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public bool CanUseAction => HasAssignment && ActionEnabled && !IsOnCooldown;
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public bool CanUseAction => Action != null && ActionEnabled &&
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(!IsOnCooldown || (Action.IsTargetAction && !Action.DeselectOnCooldown));
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/// <summary>
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/// Item the action is provided by, only valid if Action is an ItemActionPrototype. May be null
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@@ -340,8 +342,10 @@ namespace Content.Client.UserInterface.Controls
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/// </summary>
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public void Depress(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 (!CanUseAction) return;
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if (_depressed && !depress)
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{
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// fire the action
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@@ -30,8 +30,6 @@ namespace Content.Shared.Actions
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[ViewVariables]
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public SpriteSpecifier IconOn { get; private set; }
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/// <summary>
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/// Name to show in UI. Accepts formatting.
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/// </summary>
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@@ -60,6 +58,18 @@ namespace Content.Shared.Actions
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/// </summary>
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public bool Repeat { get; private set; }
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/// <summary>
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/// For TargetEntity/TargetPoint actions, should the action be de-selected if currently selected (choosing a target)
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/// when it goes on cooldown. Defaults to false.
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/// </summary>
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public bool DeselectOnCooldown { get; private set; }
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/// <summary>
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/// For TargetEntity actions, should the action be de-selected if the user doesn't click an entity when
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/// selecting a target. Defaults to false.
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/// </summary>
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public bool DeselectWhenEntityNotClicked { get; private set; }
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/// <summary>
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/// Filters that can be used to filter this item in action menu.
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/// </summary>
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@@ -70,6 +80,12 @@ namespace Content.Shared.Actions
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/// </summary>
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public IEnumerable<string> Keywords { get; private set; }
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/// <summary>
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/// True if this is an action that requires selecting a target
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/// </summary>
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public bool IsTargetAction =>
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BehaviorType == BehaviorType.TargetEntity || BehaviorType == BehaviorType.TargetPoint;
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public virtual void LoadFrom(YamlMappingNode mapping)
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{
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var serializer = YamlObjectSerializer.NewReader(mapping);
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@@ -106,6 +122,9 @@ namespace Content.Shared.Actions
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Name, BehaviorType);
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}
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serializer.DataField(this, x => x.DeselectOnCooldown, "deselectOnCooldown", false);
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serializer.DataField(this, x => x.DeselectWhenEntityNotClicked, "deselectWhenEntityNotClicked", false);
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serializer.DataReadFunction("filters", new List<string>(),
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rawTags =>
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{
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