Misc action fixes (#12046)
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
This commit is contained in:
@@ -1,6 +1,7 @@
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using System.Linq;
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using System.Runtime.InteropServices;
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using Content.Client.Actions;
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using Content.Client.Construction;
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using Content.Client.DragDrop;
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using Content.Client.Gameplay;
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using Content.Client.Hands;
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@@ -14,6 +15,7 @@ using Content.Shared.Actions.ActionTypes;
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using Content.Shared.Input;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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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.Client.UserInterface.Controls;
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@@ -38,6 +40,8 @@ public sealed class ActionUIController : UIController, IOnStateChanged<GameplayS
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{
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[Dependency] private readonly IEntityManager _entities = default!;
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[Dependency] private readonly IOverlayManager _overlays = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[UISystemDependency] private readonly ActionsSystem? _actionsSystem = default;
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[UISystemDependency] private readonly InteractionOutlineSystem? _interactionOutline = default;
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@@ -60,7 +64,7 @@ public sealed class ActionUIController : UIController, IOnStateChanged<GameplayS
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/// <summary>
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/// Action slot we are currently selecting a target for.
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/// </summary>
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public ActionButton? SelectingTargetFor { get; private set; }
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public TargetedAction? SelectingTargetFor { get; private set; } = null;
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public ActionUIController()
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{
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@@ -139,9 +143,130 @@ public sealed class ActionUIController : UIController, IOnStateChanged<GameplayS
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builder
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.Bind(ContentKeyFunctions.OpenActionsMenu,
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InputCmdHandler.FromDelegate(_ => ToggleWindow()))
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.BindBefore(EngineKeyFunctions.Use, new PointerInputCmdHandler(TargetingOnUse, outsidePrediction: true),
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typeof(ConstructionSystem), typeof(DragDropSystem))
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.BindBefore(EngineKeyFunctions.UIRightClick, new PointerInputCmdHandler(TargetingCancel, outsidePrediction: true))
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.Register<ActionUIController>();
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}
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private bool TargetingCancel(in PointerInputCmdArgs args)
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{
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if (!_timing.IsFirstTimePredicted)
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return false;
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// only do something for actual target-based actions
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if (SelectingTargetFor == null)
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return false;
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StopTargeting();
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return true;
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}
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/// <summary>
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/// If the user clicked somewhere, and they are currently targeting an action, try and perform it.
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/// </summary>
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private bool TargetingOnUse(in PointerInputCmdArgs args)
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{
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if (!_timing.IsFirstTimePredicted || _actionsSystem == null || SelectingTargetFor is not { } action)
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return false;
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if (_playerManager.LocalPlayer?.ControlledEntity is not EntityUid user)
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return false;
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if (!_entities.TryGetComponent(user, out ActionsComponent? comp))
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return false;
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// Is the action currently valid?
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if (!action.Enabled
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|| action.Charges != null && action.Charges == 0
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|| action.Cooldown.HasValue && action.Cooldown.Value.End > _timing.CurTime)
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{
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// The user is targeting with this action, but it is not valid. Maybe mark this click as
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// handled and prevent further interactions.
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return !action.InteractOnMiss;
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}
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switch (action)
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{
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case WorldTargetAction mapTarget:
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return TryTargetWorld(args, mapTarget, user, comp) || !action.InteractOnMiss;
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case EntityTargetAction entTarget:
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return TryTargetEntity(args, entTarget, user, comp) || !action.InteractOnMiss;
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default:
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Logger.Error($"Unknown targeting action: {action.GetType()}");
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return false;
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}
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}
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private bool TryTargetWorld(in PointerInputCmdArgs args, WorldTargetAction action, EntityUid user, ActionsComponent actionComp)
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{
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if (_actionsSystem == null)
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return false;
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var coords = args.Coordinates.ToMap(_entities);
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if (!_actionsSystem.ValidateWorldTarget(user, coords, action))
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{
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// Invalid target.
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if (action.DeselectOnMiss)
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StopTargeting();
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return false;
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}
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if (action.ClientExclusive)
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{
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if (action.Event != null)
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{
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action.Event.Target = coords;
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action.Event.Performer = user;
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}
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_actionsSystem.PerformAction(actionComp, action, action.Event, _timing.CurTime);
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}
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else
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_entities.RaisePredictiveEvent(new RequestPerformActionEvent(action, coords));
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if (!action.Repeat)
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StopTargeting();
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return true;
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}
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private bool TryTargetEntity(in PointerInputCmdArgs args, EntityTargetAction action, EntityUid user, ActionsComponent actionComp)
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{
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if (_actionsSystem == null)
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return false;
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if (!_actionsSystem.ValidateEntityTarget(user, args.EntityUid, action))
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{
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if (action.DeselectOnMiss)
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StopTargeting();
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return false;
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}
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if (action.ClientExclusive)
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{
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if (action.Event != null)
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{
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action.Event.Target = args.EntityUid;
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action.Event.Performer = user;
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}
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_actionsSystem.PerformAction(actionComp, action, action.Event, _timing.CurTime);
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}
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else
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_entities.RaisePredictiveEvent(new RequestPerformActionEvent(action, args.EntityUid));
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if (!action.Repeat)
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StopTargeting();
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return true;
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}
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public void UnloadButton()
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{
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if (ActionButton == null)
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@@ -204,7 +329,10 @@ public sealed class ActionUIController : UIController, IOnStateChanged<GameplayS
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if (CurrentPage[index] is not { } type)
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return;
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_actionsSystem?.TriggerAction(type);
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if (type is TargetedAction action)
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ToggleTargeting(action);
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else
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_actionsSystem?.TriggerAction(type);
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}
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private void ChangePage(int index)
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@@ -382,7 +510,8 @@ public sealed class ActionUIController : UIController, IOnStateChanged<GameplayS
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private void ClearList()
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{
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_window?.ResultsGrid.RemoveAllChildren();
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if (_window?.Disposed == false)
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_window.ResultsGrid.RemoveAllChildren();
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}
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private void PopulateActions(IEnumerable<ActionType> actions)
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@@ -405,7 +534,7 @@ public sealed class ActionUIController : UIController, IOnStateChanged<GameplayS
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}
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}
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private void SearchAndDisplay()
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private void SearchAndDisplay(ActionsComponent? component = null)
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{
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if (_window == null)
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return;
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@@ -413,7 +542,7 @@ public sealed class ActionUIController : UIController, IOnStateChanged<GameplayS
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var search = _window.SearchBar.Text;
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var filters = _window.FilterButton.SelectedKeys;
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IEnumerable<ActionType>? actions = _actionsSystem?.PlayerActions?.Actions;
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IEnumerable<ActionType>? actions = (component ?? _actionsSystem?.PlayerActions)?.Actions;
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actions ??= Array.Empty<ActionType>();
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if (filters.Count == 0 && string.IsNullOrWhiteSpace(search))
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@@ -553,19 +682,20 @@ public sealed class ActionUIController : UIController, IOnStateChanged<GameplayS
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if (UIManager.CurrentlyHovered == button)
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{
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if (button.Action is not InstantAction)
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_menuDragHelper.EndDrag();
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if (button.Action is TargetedAction action)
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{
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// for target actions, we go into "select target" mode, we don't
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// message the server until we actually pick our target.
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// if we're clicking the same thing we're already targeting for, then we simply cancel
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// targeting
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ToggleTargeting(button);
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ToggleTargeting(action);
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return;
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}
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_actionsSystem?.TriggerAction(button.Action);
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_menuDragHelper.EndDrag();
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}
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else
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{
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@@ -704,12 +834,14 @@ public sealed class ActionUIController : UIController, IOnStateChanged<GameplayS
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{
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LoadDefaultActions(component);
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_container?.SetActionData(_pages[DefaultPageIndex]);
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SearchAndDisplay(component);
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}
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private void OnComponentUnlinked()
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{
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_container?.ClearActionData();
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//TODO: Clear button data
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SearchAndDisplay();
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StopTargeting();
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}
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private void LoadDefaultActions(ActionsComponent component)
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@@ -755,32 +887,26 @@ public sealed class ActionUIController : UIController, IOnStateChanged<GameplayS
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/// targeting with the specified slot.
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/// </summary>
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/// <param name="slot"></param>
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public void ToggleTargeting(ActionButton slot)
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public void ToggleTargeting(TargetedAction action)
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{
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if (SelectingTargetFor == slot)
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if (SelectingTargetFor == action)
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{
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StopTargeting();
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return;
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}
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StartTargeting(slot);
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StartTargeting(action);
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}
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/// <summary>
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/// Puts us in targeting mode, where we need to pick either a target point or entity
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/// </summary>
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private void StartTargeting(ActionButton actionSlot)
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private void StartTargeting(TargetedAction action)
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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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if (actionSlot.Action is not TargetedAction action)
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return;
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SelectingTargetFor = action;
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// override "held-item" overlay
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if (action.TargetingIndicator && _overlays.TryGetOverlay<ShowHandItemOverlay>(out var handOverlay))
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