#nullable enable
using System;
using System.Collections.Generic;
using Content.Shared.Actions;
using Content.Shared.GameObjects.Components.Inventory;
using Content.Shared.GameObjects.Components.Items;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Serialization;
using Robust.Shared.Log;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Mobs
{
///
/// This should be used on items which provide actions. Defines which actions the item provides
/// and allows modifying the states of those actions. Item components should use this rather than
/// SharedActionsComponent on the player to handle granting / revoking / modifying the states of the
/// actions provided by this item.
///
/// When a player equips this item, all the actions defined in this component will be granted to the
/// player in their current states. This means the states will persist between players.
///
/// Currently only maintained server side and not synced to client, as are all the equip/unequip events.
///
[RegisterComponent]
public class ItemActionsComponent : Component, IEquippedHand, IEquipped, IUnequipped, IUnequippedHand
{
public override string Name => "ItemActions";
///
/// Configuration for the item actions initially provided by this item. Actions defined here
/// will be automatically granted unless their state is modified using the methods
/// on this component. Additional actions can be granted by this item via GrantOrUpdate
///
public IEnumerable ActionConfigs => _actionConfigs;
public bool IsEquipped => InSlot != EquipmentSlotDefines.Slots.NONE || InHand != null;
///
/// Slot currently equipped to, NONE if not equipped to an equip slot.
///
public EquipmentSlotDefines.Slots InSlot { get; private set; }
///
/// hand it's currently in, null if not in a hand.
///
public SharedHand? InHand { get; private set; }
///
/// Entity currently holding this in hand or equip slot. Null if not held.
///
public IEntity? Holder { get; private set; }
// cached actions component of the holder, since we'll need to access it frequently
private SharedActionsComponent? _holderActionsComponent;
private List _actionConfigs = new();
// State of all actions provided by this item.
private readonly Dictionary _actions = new();
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _actionConfigs,"actions", new List());
foreach (var actionConfig in _actionConfigs)
{
GrantOrUpdate(actionConfig.ActionType, actionConfig.Enabled, false, null);
}
}
protected override void Startup()
{
base.Startup();
GrantOrUpdateAllToHolder();
}
protected override void Shutdown()
{
base.Shutdown();
RevokeAllFromHolder();
}
private void GrantOrUpdateAllToHolder()
{
if (_holderActionsComponent == null) return;
foreach (var (actionType, state) in _actions)
{
_holderActionsComponent.GrantOrUpdateItemAction(actionType, Owner.Uid, state);
}
}
private void RevokeAllFromHolder()
{
if (_holderActionsComponent == null) return;
foreach (var (actionType, state) in _actions)
{
_holderActionsComponent.RevokeItemAction(actionType, Owner.Uid);
}
}
///
/// Update the state of the action, granting it if it isn't already granted.
/// If the action had any existing state, those specific fields will be overwritten by any
/// corresponding non-null arguments.
///
/// action being granted / updated
/// When null, preserves the current enable status of the action, defaulting
/// to true if action has no current state.
/// When non-null, indicates whether the entity is able to perform the action (if disabled,
/// the player will see they have the action but it will appear greyed out)
/// When null, preserves the current toggle status of the action, defaulting
/// to false if action has no current state.
/// When non-null, action will be shown toggled to this value
/// When null (unless clearCooldown is true), preserves the current cooldown status of the action, defaulting
/// to no cooldown if action has no current state.
/// When non-null or clearCooldown is true, action cooldown will be set to this value. Note that this cooldown
/// is tied to this item.
/// If true, setting cooldown to null will clear the current cooldown
/// of this action rather than preserving it.
public void GrantOrUpdate(ItemActionType actionType, bool? enabled = null,
bool? toggleOn = null,
(TimeSpan start, TimeSpan end)? cooldown = null, bool clearCooldown = false)
{
var dirty = false;
// this will be overwritten if we find the value in our dict, otherwise
// we will use this as our new action state.
if (!_actions.TryGetValue(actionType, out var actionState))
{
dirty = true;
actionState = new ActionState(enabled ?? true, toggleOn ?? false);
}
if (enabled.HasValue && enabled != actionState.Enabled)
{
dirty = true;
actionState.Enabled = true;
}
if ((cooldown.HasValue || clearCooldown) && actionState.Cooldown != cooldown)
{
dirty = true;
actionState.Cooldown = cooldown;
}
if (toggleOn.HasValue && actionState.ToggledOn != toggleOn.Value)
{
dirty = true;
actionState.ToggledOn = toggleOn.Value;
}
if (!dirty) return;
_actions[actionType] = actionState;
_holderActionsComponent?.GrantOrUpdateItemAction(actionType, Owner.Uid, actionState);
}
///
/// Update the cooldown of a particular action. Actions on cooldown cannot be used.
/// Setting the cooldown to null clears it.
///
public void Cooldown(ItemActionType actionType, (TimeSpan start, TimeSpan end)? cooldown = null)
{
GrantOrUpdate(actionType, cooldown: cooldown, clearCooldown: true);
}
///
/// Enable / disable this action. Disabled actions are still shown to the player, but
/// shown as not usable.
///
public void SetEnabled(ItemActionType actionType, bool enabled)
{
GrantOrUpdate(actionType, enabled);
}
///
/// Toggle the action on / off
///
public void Toggle(ItemActionType actionType, bool toggleOn)
{
GrantOrUpdate(actionType, toggleOn: toggleOn);
}
public void EquippedHand(EquippedHandEventArgs eventArgs)
{
// this entity cannot be granted actions if no actions component
if (!eventArgs.User.TryGetComponent(out var actionsComponent))
return;
Holder = eventArgs.User;
_holderActionsComponent = actionsComponent;
InSlot = EquipmentSlotDefines.Slots.NONE;
InHand = eventArgs.Hand;
GrantOrUpdateAllToHolder();
}
public void Equipped(EquippedEventArgs eventArgs)
{
// this entity cannot be granted actions if no actions component
if (!eventArgs.User.TryGetComponent(out var actionsComponent))
return;
Holder = eventArgs.User;
_holderActionsComponent = actionsComponent;
InSlot = eventArgs.Slot;
InHand = null;
GrantOrUpdateAllToHolder();
}
public void Unequipped(UnequippedEventArgs eventArgs)
{
RevokeAllFromHolder();
Holder = null;
_holderActionsComponent = null;
InSlot = EquipmentSlotDefines.Slots.NONE;
InHand = null;
}
public void UnequippedHand(UnequippedHandEventArgs eventArgs)
{
RevokeAllFromHolder();
Holder = null;
_holderActionsComponent = null;
InSlot = EquipmentSlotDefines.Slots.NONE;
InHand = null;
}
}
///
/// Configuration for an item action provided by an item.
///
public class ItemActionConfig : IExposeData
{
public ItemActionType ActionType { get; private set; }
///
/// Whether action is initially enabled on this item. Defaults to true.
///
public bool Enabled { get; private set; }
public void ExposeData(ObjectSerializer serializer)
{
serializer.DataField(this, x => x.ActionType, "actionType", ItemActionType.Error);
if (ActionType == ItemActionType.Error)
{
Logger.ErrorS("action", "invalid or missing actionType");
}
serializer.DataField(this, x => x.Enabled, "enabled", true);
}
}
}