using Content.Shared.Clothing;
using Content.Shared.Preferences;
using Content.Shared.Preferences.Loadouts;
using Robust.Client.AutoGenerated;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.XAML;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using System.Linq;
namespace Content.Client.Lobby.UI.Loadouts;
[GenerateTypedNameReferences]
public sealed partial class LoadoutGroupContainer : BoxContainer
{
private const string ClosedGroupMark = "▶";
private const string OpenedGroupMark = "▼";
///
/// A dictionary that stores open groups
///
private Dictionary _openedGroups = new();
private readonly LoadoutGroupPrototype _groupProto;
public event Action>? OnLoadoutPressed;
public event Action>? OnLoadoutUnpressed;
public LoadoutGroupContainer(HumanoidCharacterProfile profile, RoleLoadout loadout, LoadoutGroupPrototype groupProto, ICommonSession session, IDependencyCollection collection)
{
RobustXamlLoader.Load(this);
IoCManager.InjectDependencies(this);
_groupProto = groupProto;
RefreshLoadouts(profile, loadout, session, collection);
}
///
/// Updates button availabilities and buttons.
///
public void RefreshLoadouts(HumanoidCharacterProfile profile, RoleLoadout loadout, ICommonSession session, IDependencyCollection collection)
{
var protoMan = collection.Resolve();
var loadoutSystem = collection.Resolve().System();
RestrictionsContainer.DisposeAllChildren();
if (_groupProto.MinLimit > 0)
{
RestrictionsContainer.AddChild(new Label()
{
Text = Loc.GetString("loadouts-min-limit", ("count", _groupProto.MinLimit)),
Margin = new Thickness(5, 0, 5, 5),
});
}
if (_groupProto.MaxLimit > 0)
{
RestrictionsContainer.AddChild(new Label()
{
Text = Loc.GetString("loadouts-max-limit", ("count", _groupProto.MaxLimit)),
Margin = new Thickness(5, 0, 5, 5),
});
}
if (protoMan.Resolve(loadout.Role, out var roleProto) && roleProto.Points != null && loadout.Points != null)
{
RestrictionsContainer.AddChild(new Label()
{
Text = Loc.GetString("loadouts-points-limit", ("count", loadout.Points.Value), ("max", roleProto.Points.Value)),
Margin = new Thickness(5, 0, 5, 5),
});
}
LoadoutsContainer.DisposeAllChildren();
// Get all loadout prototypes for this group.
var validProtos = _groupProto.Loadouts.Select(id => protoMan.Index(id));
/*
* Group the prototypes based on their GroupBy field.
* - If GroupBy is null or empty, fallback to grouping by the prototype ID itself.
* - The result is a dictionary where:
* - The key is either GroupBy or ID (if GroupBy is not set).
* - The value is the list of prototypes that belong to that group.
*
* This allows grouping loadouts into sub-categories within the group.
*/
var groups = validProtos
.GroupBy(p => string.IsNullOrEmpty(p.GroupBy)
? p.ID
: p.GroupBy)
.ToDictionary(g => g.Key, g => g.ToList());
foreach (var kvp in groups)
{
var protos = kvp.Value;
if (protos.Count > 1)
{
/*
* Build the list of UI elements for each loadout prototype:
* - For each prototype, create its corresponding LoadoutContainer UI element.
* - Set HorizontalExpand to true so elements properly stretch in layout.
* - Collect all UI elements into a list for further processing.
*/
var uiElements = protos
.Select(proto =>
{
var elem = CreateLoadoutUI(proto, profile, loadout, session, collection, loadoutSystem);
elem.HorizontalExpand = true;
return elem;
})
.ToList();
/*
* Determine which element should be displayed first:
* - If any element is currently selected (its button is pressed), use it.
* - Otherwise, fallback to the first element in the list.
*
* This moves the selected item outside of the sublist for better usability,
* making it easier for players to quickly toggle loadout options (e.g. clothing, accessories)
* without having to search inside expanded subgroups.
*/
var firstElement = uiElements.FirstOrDefault(e => e.Select.Pressed) ?? uiElements[0];
/*
* Get all remaining elements except the first one:
* - Use ReferenceEquals to ensure we exclude the exact instance used as firstElement.
*/
var otherElements = uiElements.Where(e => !ReferenceEquals(e, firstElement)).ToList();
firstElement.HorizontalExpand = true;
var subContainer = new SubLoadoutContainer()
{
Visible = _openedGroups.GetValueOrDefault(kvp.Key, false)
};
var toggle = CreateToggleButton(kvp, firstElement, subContainer);
LoadoutsContainer.AddChild(firstElement);
LoadoutsContainer.AddChild(subContainer);
var subList = subContainer.Grid;
foreach (var proto in otherElements)
{
subList.AddChild(proto);
}
var itemName = firstElement.Text ?? "";
UpdateSubGroupSelectedInfo(firstElement, itemName, subList);
}
else
{
LoadoutsContainer.AddChild(
CreateLoadoutUI(protos[0], profile, loadout, session, collection, loadoutSystem)
);
}
}
}
private ToggleLoadoutButton CreateToggleButton(KeyValuePair> kvp, LoadoutContainer firstElement, SubLoadoutContainer subContainer)
{
var toggle = new ToggleLoadoutButton
{
Text = ClosedGroupMark
};
toggle.Text = subContainer.Visible ? OpenedGroupMark : ClosedGroupMark;
toggle.Pressed = subContainer.Visible;
toggle.OnPressed += _ =>
{
var willOpen = !subContainer.Visible;
subContainer.Visible = willOpen;
toggle.Text = willOpen ? OpenedGroupMark : ClosedGroupMark;
toggle.Pressed = willOpen;
_openedGroups[kvp.Key] = willOpen;
};
firstElement.AddChild(toggle);
toggle.SetPositionFirst();
return toggle;
}
private void UpdateSubGroupSelectedInfo(LoadoutContainer loadout, string itemName, BoxContainer subList)
{
var countSubSelected = subList.Children
.OfType()
.Count(c => c.Select.Pressed);
if (countSubSelected > 0)
{
loadout.Text = Loc.GetString("loadouts-count-items-in-group", ("item", itemName), ("count", countSubSelected));
}
}
///
/// Creates a UI container for a single Loadout item.
///
/// This method was extracted from RefreshLoadouts because the logic for creating
/// individual loadout items is used multiple times inside that method, and duplicating
/// the code made it harder to maintain.
///
/// Logic:
/// - Checks if the item is currently selected in the loadout.
/// - Checks if the item is valid for selection (IsValid).
/// - Creates a LoadoutContainer with the appropriate status (disabled / active).
/// - Subscribes to button press events to handle selection and deselection.
///
/// The loadout item prototype.
/// The humanoid character profile.
/// The current role loadout for the user.
/// The user's session.
/// The dependency injection container.
/// The loadout system instance.
/// A fully initialized LoadoutContainer for UI display.
private LoadoutContainer CreateLoadoutUI(LoadoutPrototype proto, HumanoidCharacterProfile profile, RoleLoadout loadout, ICommonSession session, IDependencyCollection collection, LoadoutSystem loadoutSystem)
{
var selected = loadout.SelectedLoadouts[_groupProto.ID];
var pressed = selected.Any(e => e.Prototype == proto.ID);
var enabled = loadout.IsValid(profile, session, proto.ID, collection, out var reason);
var cont = new LoadoutContainer(proto, !enabled, reason);
cont.Text = loadoutSystem.GetName(proto);
cont.Select.Pressed = pressed;
cont.Select.OnPressed += args =>
{
if (args.Button.Pressed)
OnLoadoutPressed?.Invoke(proto.ID);
else
OnLoadoutUnpressed?.Invoke(proto.ID);
};
return cont;
}
}