using Robust.Shared.Audio;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
namespace Content.Shared.Actions;
// TODO ACTIONS make this a separate component and remove the inheritance stuff.
// TODO ACTIONS convert to auto comp state?
// TODO add access attribute. Need to figure out what to do with decal & mapping actions.
// [Access(typeof(SharedActionsSystem))]
[EntityCategory("Actions")]
public abstract partial class BaseActionComponent : Component
{
public abstract BaseActionEvent? BaseEvent { get; }
///
/// Icon representing this action in the UI.
///
[DataField("icon")] public SpriteSpecifier? Icon;
///
/// For toggle actions only, icon to show when toggled on. If omitted, the action will simply be highlighted
/// when turned on.
///
[DataField("iconOn")] public SpriteSpecifier? IconOn;
///
/// For toggle actions only, background to show when toggled on.
///
[DataField] public SpriteSpecifier? BackgroundOn;
///
/// If not null, this color will modulate the action icon color.
///
///
/// This currently only exists for decal-placement actions, so that the action icons correspond to the color of
/// the decal. But this is probably useful for other actions, including maybe changing color on toggle.
///
[DataField("iconColor")] public Color IconColor = Color.White;
///
/// The original this action was.
///
[DataField] public Color OriginalIconColor;
///
/// The color the action should turn to when disabled
///
[DataField] public Color DisabledIconColor = Color.DimGray;
///
/// Keywords that can be used to search for this action in the action menu.
///
[DataField("keywords")] public HashSet Keywords = new();
///
/// Whether this action is currently enabled. If not enabled, this action cannot be performed.
///
[DataField("enabled")] public bool Enabled = true;
///
/// The toggle state of this action. Toggling switches the currently displayed icon, see and .
///
///
/// The toggle can set directly via , but it will also be
/// automatically toggled for targeted-actions while selecting a target.
///
[DataField]
public bool Toggled;
///
/// The current cooldown on the action.
///
// TODO serialization
public (TimeSpan Start, TimeSpan End)? Cooldown;
///
/// If true, the action will have an initial cooldown applied upon addition.
///
[DataField] public bool StartDelay = false;
///
/// Time interval between action uses.
///
[DataField("useDelay")] public TimeSpan? UseDelay;
///
/// Convenience tool for actions with limited number of charges. Automatically decremented on use, and the
/// action is disabled when it reaches zero. Does NOT automatically remove the action from the action bar.
/// However, charges will regenerate if is enabled and the action will not disable
/// when charges reach zero.
///
[DataField("charges")] public int? Charges;
///
/// The max charges this action has. If null, this is set automatically from on mapinit.
///
[DataField] public int? MaxCharges;
///
/// If enabled, charges will regenerate after a is complete
///
[DataField("renewCharges")]public bool RenewCharges;
///
/// The entity that contains this action. If the action is innate, this may be the user themselves.
/// This should almost always be non-null.
///
[Access(typeof(ActionContainerSystem), typeof(SharedActionsSystem))]
[DataField]
public EntityUid? Container;
///
/// Entity to use for the action icon. If no entity is provided and the differs from
/// , then it will default to using
///
public EntityUid? EntityIcon
{
get
{
if (EntIcon != null)
return EntIcon;
if (AttachedEntity != Container)
return Container;
return null;
}
set => EntIcon = value;
}
[DataField]
public EntityUid? EntIcon;
///
/// Whether the action system should block this action if the user cannot currently interact. Some spells or
/// abilities may want to disable this and implement their own checks.
///
[DataField("checkCanInteract")] public bool CheckCanInteract = true;
///
/// Whether to check if the user is conscious or not. Can be used instead of
/// for a more permissive check.
///
[DataField] public bool CheckConsciousness = true;
///
/// If true, this will cause the action to only execute locally without ever notifying the server.
///
[DataField("clientExclusive")] public bool ClientExclusive = false;
///
/// Determines the order in which actions are automatically added the action bar.
///
[DataField("priority")] public int Priority = 0;
///
/// What entity, if any, currently has this action in the actions component?
///
[DataField] public EntityUid? AttachedEntity;
///
/// If true, this will cause the the action event to always be raised directed at the action performer/user instead of the action's container/provider.
///
[DataField]
public bool RaiseOnUser;
///
/// Whether or not to automatically add this action to the action bar when it becomes available.
///
[DataField("autoPopulate")] public bool AutoPopulate = true;
///
/// Temporary actions are deleted when they get removed a .
///
[DataField("temporary")] public bool Temporary;
///
/// Determines the appearance of the entity-icon for actions that are enabled via some entity.
///
[DataField("itemIconStyle")] public ItemActionIconStyle ItemIconStyle;
///
/// If not null, this sound will be played when performing this action.
///
[DataField("sound")] public SoundSpecifier? Sound;
}
[Serializable, NetSerializable]
public abstract class BaseActionComponentState : ComponentState
{
public SpriteSpecifier? Icon;
public SpriteSpecifier? IconOn;
public Color IconColor;
public Color OriginalIconColor;
public Color DisabledIconColor;
public HashSet Keywords;
public bool Enabled;
public bool Toggled;
public (TimeSpan Start, TimeSpan End)? Cooldown;
public TimeSpan? UseDelay;
public int? Charges;
public int? MaxCharges;
public bool RenewCharges;
public NetEntity? Container;
public NetEntity? EntityIcon;
public bool CheckCanInteract;
public bool CheckConsciousness;
public bool ClientExclusive;
public int Priority;
public NetEntity? AttachedEntity;
public bool RaiseOnUser;
public bool AutoPopulate;
public bool Temporary;
public ItemActionIconStyle ItemIconStyle;
public SoundSpecifier? Sound;
protected BaseActionComponentState(BaseActionComponent component, IEntityManager entManager)
{
Container = entManager.GetNetEntity(component.Container);
EntityIcon = entManager.GetNetEntity(component.EntIcon);
AttachedEntity = entManager.GetNetEntity(component.AttachedEntity);
RaiseOnUser = component.RaiseOnUser;
Icon = component.Icon;
IconOn = component.IconOn;
IconColor = component.IconColor;
OriginalIconColor = component.OriginalIconColor;
DisabledIconColor = component.DisabledIconColor;
Keywords = component.Keywords;
Enabled = component.Enabled;
Toggled = component.Toggled;
Cooldown = component.Cooldown;
UseDelay = component.UseDelay;
Charges = component.Charges;
MaxCharges = component.MaxCharges;
RenewCharges = component.RenewCharges;
CheckCanInteract = component.CheckCanInteract;
CheckConsciousness = component.CheckConsciousness;
ClientExclusive = component.ClientExclusive;
Priority = component.Priority;
AutoPopulate = component.AutoPopulate;
Temporary = component.Temporary;
ItemIconStyle = component.ItemIconStyle;
Sound = component.Sound;
}
}