#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); } void IEquippedHand.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(); } void IEquipped.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(); } void IUnequipped.Unequipped(UnequippedEventArgs eventArgs) { RevokeAllFromHolder(); Holder = null; _holderActionsComponent = null; InSlot = EquipmentSlotDefines.Slots.NONE; InHand = null; } void IUnequippedHand.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; } void IExposeData.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); } } }