506 lines
20 KiB
C#
506 lines
20 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Client.HUD;
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using Content.Client.Resources;
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using Content.Shared.Construction.Prototypes;
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using Content.Shared.Construction.Steps;
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using Content.Shared.Tools;
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using Content.Shared.Tools.Components;
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using Robust.Client.Graphics;
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using Robust.Client.Placement;
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using Robust.Client.ResourceManagement;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.Utility;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Prototypes;
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namespace Content.Client.Construction.UI
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{
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/// <summary>
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/// This class presents the Construction/Crafting UI to the client, linking the <see cref="ConstructionSystem" /> with the
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/// model. This is where the bulk of UI work is done, either calling functions in the model to change state, or collecting
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/// data out of the model to *present* to the screen though the UI framework.
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/// </summary>
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internal class ConstructionMenuPresenter : IDisposable
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{
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[Dependency] private readonly IEntitySystemManager _systemManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IResourceCache _resourceCache = default!;
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[Dependency] private readonly IPlacementManager _placementManager = default!;
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private readonly IGameHud _gameHud;
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private readonly IConstructionMenuView _constructionView;
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private ConstructionSystem? _constructionSystem;
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private ConstructionPrototype? _selected;
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private bool CraftingAvailable
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{
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get => _gameHud.CraftingButtonVisible;
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set
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{
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_gameHud.CraftingButtonVisible = value;
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if (!value)
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_constructionView.Close();
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}
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}
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/// <summary>
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/// Does the window have focus? If the window is closed, this will always return false.
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/// </summary>
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private bool IsAtFront => _constructionView.IsOpen && _constructionView.IsAtFront();
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private bool WindowOpen
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{
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get => _constructionView.IsOpen;
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set
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{
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if (value && CraftingAvailable)
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{
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if (_constructionView.IsOpen)
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_constructionView.MoveToFront();
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else
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_constructionView.OpenCentered();
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}
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else
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_constructionView.Close();
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}
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}
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/// <summary>
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/// Constructs a new instance of <see cref="ConstructionMenuPresenter" />.
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/// </summary>
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/// <param name="gameHud">GUI that is being presented to.</param>
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public ConstructionMenuPresenter(IGameHud gameHud)
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{
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// This is a lot easier than a factory
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IoCManager.InjectDependencies(this);
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_gameHud = gameHud;
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_constructionView = new ConstructionMenu();
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// This is required so that if we load after the system is initialized, we can bind to it immediately
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if (_systemManager.TryGetEntitySystem<ConstructionSystem>(out var constructionSystem))
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SystemBindingChanged(constructionSystem);
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_systemManager.SystemLoaded += OnSystemLoaded;
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_systemManager.SystemUnloaded += OnSystemUnloaded;
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_placementManager.PlacementChanged += OnPlacementChanged;
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_constructionView.OnClose += () => _gameHud.CraftingButtonDown = false;
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_constructionView.ClearAllGhosts += (_, _) => _constructionSystem?.ClearAllGhosts();
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_constructionView.PopulateRecipes += OnViewPopulateRecipes;
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_constructionView.RecipeSelected += OnViewRecipeSelected;
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_constructionView.BuildButtonToggled += (_, b) => BuildButtonToggled(b);
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_constructionView.EraseButtonToggled += (_, b) =>
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{
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if (_constructionSystem is null) return;
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if (b) _placementManager.Clear();
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_placementManager.ToggleEraserHijacked(new ConstructionPlacementHijack(_constructionSystem, null));
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_constructionView.EraseButtonPressed = b;
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};
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PopulateCategories();
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OnViewPopulateRecipes(_constructionView, (string.Empty, string.Empty));
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_gameHud.CraftingButtonToggled += OnHudCraftingButtonToggled;
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}
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private void OnHudCraftingButtonToggled(bool b)
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{
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WindowOpen = b;
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}
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/// <inheritdoc />
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public void Dispose()
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{
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_constructionView.Dispose();
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SystemBindingChanged(null);
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_systemManager.SystemLoaded -= OnSystemLoaded;
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_systemManager.SystemUnloaded -= OnSystemUnloaded;
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_placementManager.PlacementChanged -= OnPlacementChanged;
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_gameHud.CraftingButtonToggled -= OnHudCraftingButtonToggled;
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}
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private void OnPlacementChanged(object? sender, EventArgs e)
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{
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_constructionView.ResetPlacement();
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}
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private void OnViewRecipeSelected(object? sender, ItemList.Item? item)
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{
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if (item is null)
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{
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_selected = null;
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_constructionView.ClearRecipeInfo();
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return;
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}
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_selected = (ConstructionPrototype) item.Metadata!;
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if (_placementManager.IsActive && !_placementManager.Eraser) UpdateGhostPlacement();
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PopulateInfo(_selected);
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}
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private void OnViewPopulateRecipes(object? sender, (string search, string catagory) args)
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{
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var (search, category) = args;
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var recipesList = _constructionView.Recipes;
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recipesList.Clear();
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foreach (var recipe in _prototypeManager.EnumeratePrototypes<ConstructionPrototype>())
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{
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if (!string.IsNullOrEmpty(search))
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{
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if (!recipe.Name.ToLowerInvariant().Contains(search.Trim().ToLowerInvariant()))
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continue;
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}
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if (!string.IsNullOrEmpty(category) && category != Loc.GetString("construction-presenter-category-all"))
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{
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if (recipe.Category != category)
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continue;
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}
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recipesList.Add(GetItem(recipe, recipesList));
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}
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// There is apparently no way to set which
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}
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private void PopulateCategories()
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{
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var uniqueCategories = new HashSet<string>();
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// hard-coded to show all recipes
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uniqueCategories.Add(Loc.GetString("construction-presenter-category-all"));
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foreach (var prototype in _prototypeManager.EnumeratePrototypes<ConstructionPrototype>())
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{
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var category = Loc.GetString(prototype.Category);
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if (!string.IsNullOrEmpty(category))
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uniqueCategories.Add(category);
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}
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_constructionView.CategoryButton.Clear();
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var array = uniqueCategories.ToArray();
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Array.Sort(array);
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for (var i = 0; i < array.Length; i++)
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{
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var category = array[i];
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_constructionView.CategoryButton.AddItem(category, i);
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}
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_constructionView.Categories = array;
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}
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private void PopulateInfo(ConstructionPrototype prototype)
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{
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_constructionView.ClearRecipeInfo();
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_constructionView.SetRecipeInfo(prototype.Name, prototype.Description, prototype.Icon.Frame0(), prototype.Type != ConstructionType.Item);
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var stepList = _constructionView.RecipeStepList;
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GenerateStepList(prototype, stepList);
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}
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private void GenerateStepList(ConstructionPrototype prototype, ItemList stepList)
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{
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if (!_prototypeManager.TryIndex(prototype.Graph, out ConstructionGraphPrototype? graph))
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return;
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var startNode = graph.Nodes[prototype.StartNode];
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var targetNode = graph.Nodes[prototype.TargetNode];
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if (!graph.TryPath(startNode.Name, targetNode.Name, out var path))
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{
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return;
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}
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var current = startNode;
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var stepNumber = 1;
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foreach (var node in path)
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{
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if (!current.TryGetEdge(node.Name, out var edge))
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{
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continue;
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}
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var firstNode = current == startNode;
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if (firstNode)
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{
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stepList.AddItem(prototype.Type == ConstructionType.Item
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? Loc.GetString($"construction-presenter-to-craft", ("step-number", stepNumber++))
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: Loc.GetString($"construction-presenter-to-build", ("step-number", stepNumber++)));
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}
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foreach (var step in edge.Steps)
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{
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var icon = GetTextureForStep(_resourceCache, step);
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switch (step)
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{
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case MaterialConstructionGraphStep materialStep:
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stepList.AddItem(
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!firstNode
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? Loc.GetString(
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"construction-presenter-material-step",
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("step-number", stepNumber++),
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("amount", materialStep.Amount),
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("material", materialStep.MaterialPrototype.Name))
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: Loc.GetString(
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"construction-presenter-material-first-step",
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("amount", materialStep.Amount),
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("material", materialStep.MaterialPrototype.Name)),
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icon);
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break;
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case ToolConstructionGraphStep toolStep:
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stepList.AddItem(Loc.GetString(
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"construction-presenter-tool-step",
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("step-number", stepNumber++),
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("tool", _prototypeManager.Index<ToolQualityPrototype>(toolStep.Tool).ToolName)),
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icon);
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break;
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case ArbitraryInsertConstructionGraphStep arbitraryStep:
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stepList.AddItem(Loc.GetString(
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"construction-presenter-arbitrary-step",
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("step-number", stepNumber++),
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("name", arbitraryStep.Name)),
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icon);
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break;
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case NestedConstructionGraphStep nestedStep:
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var parallelNumber = 1;
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stepList.AddItem(Loc.GetString("construction-presenter-nested-step", ("step-number", stepNumber++)));
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foreach (var steps in nestedStep.Steps)
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{
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var subStepNumber = 1;
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foreach (var subStep in steps)
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{
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icon = GetTextureForStep(_resourceCache, subStep);
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switch (subStep)
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{
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case MaterialConstructionGraphStep materialStep:
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if (prototype.Type != ConstructionType.Item) stepList.AddItem(Loc.GetString(
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"construction-presenter-material-substep",
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("step-number", stepNumber),
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("parallel-number", parallelNumber),
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("substep-number", subStepNumber++),
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("amount", materialStep.Amount),
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("material", materialStep.MaterialPrototype.Name)),
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icon);
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break;
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case ToolConstructionGraphStep toolStep:
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stepList.AddItem(Loc.GetString(
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"construction-presenter-tool-substep",
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("step-number", stepNumber),
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("parallel-number", parallelNumber),
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("substep-number", subStepNumber++),
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("tool", _prototypeManager.Index<ToolQualityPrototype>(toolStep.Tool).ToolName)),
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icon);
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break;
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case ArbitraryInsertConstructionGraphStep arbitraryStep:
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stepList.AddItem(Loc.GetString(
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"construction-presenter-arbitrary-substep",
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("step-number", stepNumber),
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("parallel-number", parallelNumber),
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("substep-number", subStepNumber++),
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("name", arbitraryStep.Name)),
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icon);
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break;
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}
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}
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parallelNumber++;
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}
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break;
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}
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}
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current = node;
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}
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}
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private Texture? GetTextureForStep(IResourceCache resourceCache, ConstructionGraphStep step)
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{
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switch (step)
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{
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case MaterialConstructionGraphStep materialStep:
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return materialStep.MaterialPrototype.Icon?.Frame0();
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case ToolConstructionGraphStep toolStep:
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return _prototypeManager.Index<ToolQualityPrototype>(toolStep.Tool).Icon?.Frame0();
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case ArbitraryInsertConstructionGraphStep arbitraryStep:
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return arbitraryStep.Icon?.Frame0();
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case NestedConstructionGraphStep:
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return null;
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}
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return null;
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}
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private static ItemList.Item GetItem(ConstructionPrototype recipe, ItemList itemList)
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{
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return new(itemList)
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{
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Metadata = recipe,
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Text = recipe.Name,
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Icon = recipe.Icon.Frame0(),
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TooltipEnabled = true,
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TooltipText = recipe.Description
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};
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}
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private void BuildButtonToggled(bool pressed)
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{
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if (pressed)
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{
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if (_selected == null) return;
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// not bound to a construction system
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if (_constructionSystem is null)
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{
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_constructionView.BuildButtonPressed = false;
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return;
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}
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if (_selected.Type == ConstructionType.Item)
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{
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_constructionSystem.TryStartItemConstruction(_selected.ID);
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_constructionView.BuildButtonPressed = false;
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return;
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}
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_placementManager.BeginPlacing(new PlacementInformation
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{
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IsTile = false,
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PlacementOption = _selected.PlacementMode
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}, new ConstructionPlacementHijack(_constructionSystem, _selected));
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UpdateGhostPlacement();
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}
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else
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_placementManager.Clear();
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_constructionView.BuildButtonPressed = pressed;
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}
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private void UpdateGhostPlacement()
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{
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if (_selected == null || _selected.Type != ConstructionType.Structure) return;
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var constructSystem = EntitySystem.Get<ConstructionSystem>();
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_placementManager.BeginPlacing(new PlacementInformation()
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{
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IsTile = false,
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PlacementOption = _selected.PlacementMode,
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}, new ConstructionPlacementHijack(constructSystem, _selected));
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_constructionView.BuildButtonPressed = true;
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}
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private void OnSystemLoaded(object? sender, SystemChangedArgs args)
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{
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if (args.System is ConstructionSystem system) SystemBindingChanged(system);
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}
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private void OnSystemUnloaded(object? sender, SystemChangedArgs args)
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{
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if (args.System is ConstructionSystem) SystemBindingChanged(null);
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}
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private void SystemBindingChanged(ConstructionSystem? newSystem)
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{
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if (newSystem is null)
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{
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if (_constructionSystem is null)
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return;
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UnbindFromSystem();
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}
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else
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{
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if (_constructionSystem is null)
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{
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BindToSystem(newSystem);
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return;
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}
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UnbindFromSystem();
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BindToSystem(newSystem);
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}
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}
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private void BindToSystem(ConstructionSystem system)
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{
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_constructionSystem = system;
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system.ToggleCraftingWindow += SystemOnToggleMenu;
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system.CraftingAvailabilityChanged += SystemCraftingAvailabilityChanged;
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CraftingAvailable = system.CraftingEnabled;
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}
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private void UnbindFromSystem()
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{
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var system = _constructionSystem;
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if (system is null)
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throw new InvalidOperationException();
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system.ToggleCraftingWindow -= SystemOnToggleMenu;
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system.CraftingAvailabilityChanged -= SystemCraftingAvailabilityChanged;
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_constructionSystem = null;
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}
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private void SystemCraftingAvailabilityChanged(object? sender, CraftingAvailabilityChangedArgs e)
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{
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CraftingAvailable = e.Available;
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}
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private void SystemOnToggleMenu(object? sender, EventArgs eventArgs)
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{
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if (!CraftingAvailable)
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return;
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if (WindowOpen)
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{
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if (IsAtFront)
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{
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WindowOpen = false;
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_gameHud.CraftingButtonDown = false; // This does not call CraftingButtonToggled
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}
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else
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_constructionView.MoveToFront();
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}
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else
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{
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WindowOpen = true;
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_gameHud.CraftingButtonDown = true; // This does not call CraftingButtonToggled
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}
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}
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}
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}
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