Re-organize all projects (#4166)
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304
Content.Client/Actions/Assignments/ActionAssignments.cs
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304
Content.Client/Actions/Assignments/ActionAssignments.cs
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using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.Actions;
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using Content.Shared.Actions.Components;
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using Robust.Shared.GameObjects;
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namespace Content.Client.Actions.Assignments
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{
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/// <summary>
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/// Tracks and manages the hotbar assignments for actions.
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/// </summary>
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public class ActionAssignments
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{
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// the slots and assignments fields hold client's assignments (what action goes in what slot),
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// which are completely client side and independent of what actions they've actually been granted and
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// what item the action is actually for.
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/// <summary>
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/// x = hotbar number, y = slot of that hotbar (index 0 corresponds to the one labeled "1",
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/// index 9 corresponds to the one labeled "0"). Essentially the inverse of _assignments.
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/// </summary>
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private readonly ActionAssignment?[,] _slots;
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/// <summary>
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/// Hotbar and slot assignment for each action type (slot index 0 corresponds to the one labeled "1",
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/// slot index 9 corresponds to the one labeled "0"). The key corresponds to an index in the _slots array.
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/// The value is a list because actions can be assigned to multiple slots. Even if an action type has not been granted,
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/// it can still be assigned to a slot. Essentially the inverse of _slots.
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/// There will be no entry if there is no assignment (no empty lists in this dict)
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/// </summary>
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private readonly Dictionary<ActionAssignment, List<(byte Hotbar, byte Slot)>> _assignments;
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/// <summary>
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/// Actions which have been manually cleared by the user, thus should not
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/// auto-populate.
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/// </summary>
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private readonly HashSet<ActionType> _preventAutoPopulate = new();
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private readonly Dictionary<EntityUid, HashSet<ItemActionType>> _preventAutoPopulateItem = new();
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private readonly byte _numHotbars;
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private readonly byte _numSlots;
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public ActionAssignments(byte numHotbars, byte numSlots)
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{
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_numHotbars = numHotbars;
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_numSlots = numSlots;
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_assignments = new Dictionary<ActionAssignment, List<(byte Hotbar, byte Slot)>>();
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_slots = new ActionAssignment?[numHotbars,numSlots];
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}
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/// <summary>
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/// Updates the assignments based on the current states of all the actions.
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/// Newly-granted actions or item actions which don't have an assignment will be assigned a slot
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/// automatically (unless they've been manually cleared). Item-based actions
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/// which no longer have an associated state will be decoupled from their item.
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/// </summary>
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public void Reconcile(byte currentHotbar, IReadOnlyDictionary<ActionType, ActionState> actionStates,
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IReadOnlyDictionary<EntityUid,Dictionary<ItemActionType, ActionState>> itemActionStates)
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{
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// if we've been granted any actions which have no assignment to any hotbar, we must auto-populate them
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// into the hotbar so the user knows about them.
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// We fill their current hotbar first, rolling over to the next open slot on the next hotbar.
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foreach (var actionState in actionStates)
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{
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var assignment = ActionAssignment.For(actionState.Key);
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if (actionState.Value.Enabled && !_assignments.ContainsKey(assignment))
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{
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AutoPopulate(assignment, currentHotbar, false);
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}
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}
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foreach (var (item, itemStates) in itemActionStates)
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{
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foreach (var itemActionState in itemStates)
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{
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// unlike regular actions, we DO actually show user their new item action even when it's disabled.
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// this allows them to instantly see when an action may be possible that is provided by an item but
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// something is preventing it
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// Note that we are checking if there is an explicit assignment for this item action + item,
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// we will determine during auto-population if we should tie the item to an existing "item action only"
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// assignment
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var assignment = ActionAssignment.For(itemActionState.Key, item);
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if (!_assignments.ContainsKey(assignment))
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{
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AutoPopulate(assignment, currentHotbar, false);
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}
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}
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}
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// We need to figure out which current item action assignments we had
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// which once had an associated item but have been revoked (based on our newly provided action states)
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// so we can dissociate them from the item. If the provided action states do not
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// have a state for this action type + item, we can assume that the action has been revoked for that item.
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var assignmentsWithoutItem = new List<KeyValuePair<ActionAssignment,List<(byte Hotbar, byte Slot)>>>();
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foreach (var assignmentEntry in _assignments)
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{
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if (!assignmentEntry.Key.TryGetItemActionWithItem(out var actionType, out var item)) continue;
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// we have this assignment currently tied to an item,
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// check if it no longer has an associated item in our dict of states
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if (itemActionStates.TryGetValue(item, out var states))
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{
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if (states.ContainsKey(actionType))
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{
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// we have a state for this item + action type so we won't
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// remove the item from the assignment
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continue;
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}
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}
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assignmentsWithoutItem.Add(assignmentEntry);
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}
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// reassign without the item for each assignment we found that no longer has an associated item
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foreach (var (assignment, slots) in assignmentsWithoutItem)
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{
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foreach (var (hotbar, slot) in slots)
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{
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if (!assignment.TryGetItemActionWithItem(out var actionType, out _)) continue;
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AssignSlot(hotbar, slot,
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ActionAssignment.For(actionType));
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}
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}
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// Additionally, we must find items which have no action states at all in our newly provided states so
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// we can assume their item was unequipped and reset them to allow auto-population.
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var itemsWithoutState = _preventAutoPopulateItem.Keys.Where(item => !itemActionStates.ContainsKey(item));
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foreach (var toRemove in itemsWithoutState)
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{
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_preventAutoPopulateItem.Remove(toRemove);
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}
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}
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/// <summary>
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/// Assigns the indicated hotbar slot to the specified action type.
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/// </summary>
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/// <param name="hotbar">hotbar whose slot is being assigned</param>
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/// <param name="slot">slot of the hotbar to assign to (0 = the slot labeled 1, 9 = the slot labeled 0)</param>
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/// <param name="actionType">action to assign to the slot</param>
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public void AssignSlot(byte hotbar, byte slot, ActionAssignment actionType)
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{
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ClearSlot(hotbar, slot, false);
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_slots[hotbar, slot] = actionType;
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if (_assignments.TryGetValue(actionType, out var slotList))
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{
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slotList.Add((hotbar, slot));
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}
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else
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{
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var newList = new List<(byte Hotbar, byte Slot)> {(hotbar, slot)};
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_assignments[actionType] = newList;
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}
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}
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/// <summary>
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/// Clear the assignment from the indicated slot.
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/// </summary>
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/// <param name="hotbar">hotbar whose slot is being cleared</param>
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/// <param name="slot">slot of the hotbar to clear (0 = the slot labeled 1, 9 = the slot labeled 0)</param>
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/// <param name="preventAutoPopulate">if true, the action assigned to this slot
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/// will be prevented from being auto-populated in the future when it is newly granted.
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/// Item actions will automatically be allowed to auto populate again
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/// when their associated item are unequipped. This ensures that items that are newly
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/// picked up will always present their actions to the user even if they had earlier been cleared.
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/// </param>
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public void ClearSlot(byte hotbar, byte slot, bool preventAutoPopulate)
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{
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// remove this particular assignment from our data structures
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// (keeping in mind something can be assigned multiple slots)
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var currentAction = _slots[hotbar, slot];
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if (!currentAction.HasValue) return;
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if (preventAutoPopulate)
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{
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var assignment = currentAction.Value;
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if (assignment.TryGetAction(out var actionType))
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{
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_preventAutoPopulate.Add(actionType);
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}
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else if (assignment.TryGetItemActionWithItem(out var itemActionType, out var item))
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{
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if (!_preventAutoPopulateItem.TryGetValue(item, out var actionTypes))
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{
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actionTypes = new HashSet<ItemActionType>();
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_preventAutoPopulateItem[item] = actionTypes;
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}
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actionTypes.Add(itemActionType);
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}
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}
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var assignmentList = _assignments[currentAction.Value];
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assignmentList = assignmentList.Where(a => a.Hotbar != hotbar || a.Slot != slot).ToList();
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if (assignmentList.Count == 0)
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{
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_assignments.Remove(currentAction.Value);
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}
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else
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{
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_assignments[currentAction.Value] = assignmentList;
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}
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_slots[hotbar, slot] = null;
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}
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/// <summary>
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/// Finds the next open slot the action can go in and assigns it there,
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/// starting from the currently selected hotbar.
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/// Does not update any UI elements, only updates the assignment data structures.
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/// </summary>
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/// <param name="force">if true, will force the assignment to occur
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/// regardless of whether this assignment has been prevented from auto population
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/// via ClearSlot's preventAutoPopulate parameter. If false, will have no effect
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/// if this assignment has been prevented from auto population.</param>
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public void AutoPopulate(ActionAssignment toAssign, byte currentHotbar, bool force = true)
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{
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if (ShouldPreventAutoPopulate(toAssign, force)) return;
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// if the assignment to make is an item action with an associated item,
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// then first look for currently assigned item actions without an item, to replace with this
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// assignment
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if (toAssign.TryGetItemActionWithItem(out var actionType, out var _))
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{
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if (_assignments.TryGetValue(ActionAssignment.For(actionType),
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out var possibilities))
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{
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// use the closest assignment to current hotbar
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byte hotbar = 0;
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byte slot = 0;
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var minCost = int.MaxValue;
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foreach (var possibility in possibilities)
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{
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var cost = possibility.Slot + _numSlots * (currentHotbar >= possibility.Hotbar
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? currentHotbar - possibility.Hotbar
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: (_numHotbars - currentHotbar) + possibility.Hotbar);
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if (cost < minCost)
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{
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hotbar = possibility.Hotbar;
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slot = possibility.Slot;
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minCost = cost;
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}
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}
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if (minCost != int.MaxValue)
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{
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AssignSlot(hotbar, slot, toAssign);
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return;
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}
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}
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}
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for (byte hotbarOffset = 0; hotbarOffset < _numHotbars; hotbarOffset++)
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{
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for (byte slot = 0; slot < _numSlots; slot++)
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{
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var hotbar = (byte) ((currentHotbar + hotbarOffset) % _numHotbars);
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var slotAssignment = _slots[hotbar, slot];
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if (slotAssignment.HasValue)
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{
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// if the assignment in this slot is an item action without an associated item,
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// then tie it to the current item if we are trying to auto populate an item action.
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if (toAssign.Assignment == Assignment.ItemActionWithItem &&
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slotAssignment.Value.Assignment == Assignment.ItemActionWithoutItem)
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{
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AssignSlot(hotbar, slot, toAssign);
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return;
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}
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continue;
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}
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// slot's empty, assign
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AssignSlot(hotbar, slot, toAssign);
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return;
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}
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}
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// there was no empty slot
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}
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private bool ShouldPreventAutoPopulate(ActionAssignment assignment, bool force)
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{
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if (force) return false;
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if (assignment.TryGetAction(out var actionType))
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{
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return _preventAutoPopulate.Contains(actionType);
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}
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if (assignment.TryGetItemActionWithItem(out var itemActionType, out var item))
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{
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return _preventAutoPopulateItem.TryGetValue(item,
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out var itemActionTypes) && itemActionTypes.Contains(itemActionType);
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}
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return false;
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}
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/// <summary>
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/// Gets the assignment to the indicated slot if there is one.
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/// </summary>
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public ActionAssignment? this[in byte hotbar, in byte slot] => _slots[hotbar, slot];
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/// <returns>true if we have the assignment assigned to some slot</returns>
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public bool HasAssignment(ActionAssignment assignment)
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{
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return _assignments.ContainsKey(assignment);
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}
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}
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}
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