#nullable enable
using System.Collections.Generic;
using Content.Client.GameObjects.Components.HUD.Inventory;
using Content.Client.GameObjects.Components.Items;
using Content.Client.GameObjects.Components.Mobs.Actions;
using Content.Client.UserInterface;
using Content.Client.UserInterface.Controls;
using Content.Shared.Actions;
using Content.Shared.GameObjects.Components.Mobs;
using Robust.Client.GameObjects;
using Robust.Client.GameObjects.EntitySystems;
using Robust.Client.Interfaces.UserInterface;
using Robust.Client.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.ComponentDependencies;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Input.Binding;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.ViewVariables;
namespace Content.Client.GameObjects.Components.Mobs
{
///
[RegisterComponent]
[ComponentReference(typeof(SharedActionsComponent))]
public sealed class ClientActionsComponent : SharedActionsComponent
{
public const byte Hotbars = 10;
public const byte Slots = 10;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[ComponentDependency] private readonly HandsComponent? _handsComponent = null;
[ComponentDependency] private readonly ClientInventoryComponent? _inventoryComponent = null;
private ActionsUI? _ui;
private readonly List _highlightingItemSlots = new();
///
/// Current assignments for all hotbars / slots for this entity.
///
public ActionAssignments Assignments { get; } = new(Hotbars, Slots);
///
/// Allows calculating if we need to act due to this component being controlled by the current mob
///
[ViewVariables]
private bool CurrentlyControlled => _playerManager.LocalPlayer != null && _playerManager.LocalPlayer.ControlledEntity == Owner;
protected override void Shutdown()
{
base.Shutdown();
PlayerDetached();
}
public override void HandleMessage(ComponentMessage message, IComponent? component)
{
base.HandleMessage(message, component);
switch (message)
{
case PlayerAttachedMsg _:
PlayerAttached();
break;
case PlayerDetachedMsg _:
PlayerDetached();
break;
}
}
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
base.HandleComponentState(curState, nextState);
if (curState is not ActionComponentState)
{
return;
}
UpdateUI();
}
private void PlayerAttached()
{
if (!CurrentlyControlled || _ui != null)
{
return;
}
_ui = new ActionsUI(this);
IoCManager.Resolve().StateRoot.AddChild(_ui);
UpdateUI();
}
private void PlayerDetached()
{
if (_ui == null) return;
IoCManager.Resolve().StateRoot.RemoveChild(_ui);
_ui = null;
}
public void HandleHotbarKeybind(byte slot, in PointerInputCmdHandler.PointerInputCmdArgs args)
{
_ui?.HandleHotbarKeybind(slot, args);
}
///
/// Updates the displayed hotbar (and menu) based on current state of actions.
///
private void UpdateUI()
{
if (!CurrentlyControlled || _ui == null)
{
return;
}
Assignments.Reconcile(_ui.SelectedHotbar, ActionStates(), ItemActionStates());
_ui.UpdateUI();
}
public void AttemptAction(ActionSlot slot)
{
var attempt = slot.ActionAttempt();
if (attempt == null) return;
switch (attempt.Action.BehaviorType)
{
case BehaviorType.Instant:
// for instant actions, we immediately tell the server we're doing it
SendNetworkMessage(attempt.PerformInstantActionMessage());
break;
case BehaviorType.Toggle:
// for toggle actions, we immediately tell the server we're toggling it.
if (attempt.TryGetActionState(this, out var actionState))
{
// TODO: At the moment we always predict that the toggle will work clientside,
// even if it sometimes may not (it will be reset by the server if wrong).
attempt.ToggleAction(this, !actionState.ToggledOn);
slot.ToggledOn = !actionState.ToggledOn;
SendNetworkMessage(attempt.PerformToggleActionMessage(!actionState.ToggledOn));
}
else
{
Logger.ErrorS("action", "attempted to toggle action {0} which has" +
" unknown state", attempt);
}
break;
case BehaviorType.TargetPoint:
case BehaviorType.TargetEntity:
// for target actions, we go into "select target" mode, we don't
// message the server until we actually pick our target.
// if we're clicking the same thing we're already targeting for, then we simply cancel
// targeting
_ui?.ToggleTargeting(slot);
break;
case BehaviorType.None:
break;
default:
Logger.ErrorS("action", "unhandled action press for action {0}",
attempt);
break;
}
}
///
/// Handles clicks when selecting the target for an action. Only has an effect when currently
/// selecting a target.
///
public bool TargetingOnUse(in PointerInputCmdHandler.PointerInputCmdArgs args)
{
// not currently predicted
if (EntitySystem.Get().Predicted) return false;
// only do something for actual target-based actions
if (_ui?.SelectingTargetFor?.Action == null ||
(_ui.SelectingTargetFor.Action.BehaviorType != BehaviorType.TargetEntity &&
_ui.SelectingTargetFor.Action.BehaviorType != BehaviorType.TargetPoint)) return false;
var attempt = _ui.SelectingTargetFor.ActionAttempt();
if (attempt == null)
{
_ui.StopTargeting();
return false;
}
switch (_ui.SelectingTargetFor.Action.BehaviorType)
{
case BehaviorType.TargetPoint:
{
// send our action to the server, we chose our target
SendNetworkMessage(attempt.PerformTargetPointActionMessage(args));
if (!attempt.Action.Repeat)
{
_ui.StopTargeting();
}
return true;
}
// target the currently hovered entity, if there is one
case BehaviorType.TargetEntity when args.EntityUid != EntityUid.Invalid:
{
// send our action to the server, we chose our target
SendNetworkMessage(attempt.PerformTargetEntityActionMessage(args));
if (!attempt.Action.Repeat)
{
_ui.StopTargeting();
}
return true;
}
default:
_ui.StopTargeting();
return false;
}
}
protected override void AfterActionChanged()
{
UpdateUI();
}
///
/// Highlights the item slot (inventory or hand) that contains this item
///
///
public void HighlightItemSlot(IEntity item)
{
StopHighlightingItemSlots();
// figure out if it's in hand or inventory and highlight it
foreach (var hand in _handsComponent!.Hands)
{
if (hand.Entity != item || hand.Button == null) continue;
_highlightingItemSlots.Add(hand.Button);
hand.Button.Highlight(true);
return;
}
foreach (var (slot, slotItem) in _inventoryComponent!.AllSlots)
{
if (slotItem != item) continue;
foreach (var itemSlotButton in
_inventoryComponent.InterfaceController.GetItemSlotButtons(slot))
{
_highlightingItemSlots.Add(itemSlotButton);
itemSlotButton.Highlight(true);
}
return;
}
}
///
/// Stops highlighting any item slots we are currently highlighting.
///
public void StopHighlightingItemSlots()
{
foreach (var itemSlot in _highlightingItemSlots)
{
itemSlot.Highlight(false);
}
_highlightingItemSlots.Clear();
}
public void ToggleActionsMenu()
{
_ui?.ToggleActionsMenu();
}
}
}