Files
tbd-station-14/Content.Client/GameObjects/Components/Items/HandsComponent.cs
DrSmugleaf 4b4e83d2bf Add changing the amount of hands on the GUI depending on your body parts (#1406)
* Multiple hands in gui first pass

* Remove IHandsComponent interface

* Create hand class and more hand textures

* Refactor ServerHandsComponent to use a single list of hands

* Seal SharedHand

* Fix picked up items not showing on top of the hand buttons

* Remove HandsGui buttons and panels dictionaries

* Fix items in hands rendering

* Fix wrong hand container comparison

* Fix not updating the location of duplicate hands

* Change ClientHandsComponent to use a SortedList instead of a dictionary

* More merge conflict fixes

* Change SortedList to List

* Fix hand button order

* Add item tooltip for more than 2 hands and updating when removing hands

* Add add hand and remove hand command

* Merge conflict fixes

* Remove nullable reference type from ContainerSlot

* Fix texture errors

* Fix error when reaching 0 hands

* Fix error when swapping hands with no hands

* Merged remove hand methods

* Fix item panel texture errors

* Merge conflict fixes

* Fix addhand and removehand command descriptions

* Add properly displaying tooltips for 2 hands

* Make hand indexes and locations consistent across the client and server

* Add dropping held entity if a hand is removed

* Change hand location to be calculated by index

* Made different hand gui updates more consistent

* Remove human body yml testing changes

* Sanitize addhand and removehand commands

* Merge conflict fixes

* Remove testing changes

* Revert body system changes

* Add missing imports

* Remove obsolete hands parameter in yml files

* Fix broken import

* Fix startup error and adding and removing hands on the same tick

* Make hand container id use an uint

In case someone gets more than 2 billion hands

* Rename hand component files

* Make hands state use an array
2020-07-25 15:11:16 +02:00

257 lines
6.9 KiB
C#

#nullable enable
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Client.UserInterface;
using Content.Shared.GameObjects.Components.Items;
using Robust.Client.GameObjects;
using Robust.Client.Interfaces.GameObjects.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.ViewVariables;
namespace Content.Client.GameObjects.Components.Items
{
[RegisterComponent]
public class HandsComponent : SharedHandsComponent
{
private HandsGui? _gui;
#pragma warning disable 649
[Dependency] private readonly IGameHud _gameHud = default!;
#pragma warning restore 649
private readonly List<Hand> _hands = new List<Hand>();
[ViewVariables] public IReadOnlyList<Hand> Hands => _hands;
[ViewVariables] public string? ActiveIndex { get; private set; }
[ViewVariables] private ISpriteComponent? _sprite;
[ViewVariables] public IEntity? ActiveHand => GetEntity(ActiveIndex);
private void AddHand(Hand hand)
{
_hands.Insert(hand.Index, hand);
}
public Hand? GetHand(string? name)
{
return Hands.FirstOrDefault(hand => hand.Name == name);
}
private bool TryHand(string name, [MaybeNullWhen(false)] out Hand hand)
{
return (hand = GetHand(name)) != null;
}
public IEntity? GetEntity(string? handName)
{
if (handName == null)
{
return null;
}
return GetHand(handName)?.Entity;
}
public override void OnRemove()
{
base.OnRemove();
_gui?.Dispose();
}
public override void Initialize()
{
base.Initialize();
if (Owner.TryGetComponent(out _sprite))
{
foreach (var hand in _hands)
{
_sprite.LayerMapReserveBlank($"hand-{hand.Name}");
UpdateHandSprites(hand);
}
}
}
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
if (curState == null)
{
return;
}
var cast = (HandsComponentState) curState;
foreach (var sharedHand in cast.Hands)
{
if (!TryHand(sharedHand.Name, out var hand))
{
hand = new Hand(sharedHand, Owner.EntityManager);
AddHand(hand);
}
else
{
hand.Location = sharedHand.Location;
hand.Entity = sharedHand.EntityUid.HasValue
? Owner.EntityManager.GetEntity(sharedHand.EntityUid.Value)
: null;
}
UpdateHandSprites(hand);
}
foreach (var currentHand in _hands.ToList())
{
if (cast.Hands.All(newHand => newHand.Name != currentHand.Name))
{
_hands.Remove(currentHand);
_gui?.RemoveHand(currentHand);
HideHand(currentHand);
}
}
ActiveIndex = cast.ActiveIndex;
_gui?.UpdateHandIcons();
RefreshInHands();
}
private void HideHand(Hand hand)
{
_sprite?.LayerSetVisible($"hand-{hand.Name}", false);
}
private void UpdateHandSprites(Hand hand)
{
if (_sprite == null)
{
return;
}
var entity = hand.Entity;
var name = hand.Name;
if (entity == null)
{
_sprite.LayerSetVisible($"hand-{name}", false);
return;
}
if (!entity.TryGetComponent(out ItemComponent item)) return;
var maybeInHands = item.GetInHandStateInfo(name);
if (!maybeInHands.HasValue)
{
_sprite.LayerSetVisible($"hand-{name}", false);
}
else
{
var (rsi, state) = maybeInHands.Value;
_sprite.LayerSetVisible($"hand-{name}", true);
_sprite.LayerSetState($"hand-{name}", state, rsi);
}
}
public void RefreshInHands()
{
if (!Initialized) return;
foreach (var hand in _hands)
{
UpdateHandSprites(hand);
}
}
protected override void Startup()
{
ActiveIndex = _hands.LastOrDefault()?.Name;
}
public override void HandleMessage(ComponentMessage message, IComponent? component)
{
base.HandleMessage(message, component);
switch (message)
{
case PlayerAttachedMsg _:
if (_gui == null)
{
_gui = new HandsGui();
}
else
{
_gui.Parent?.RemoveChild(_gui);
}
_gameHud.HandsContainer.AddChild(_gui);
_gui.UpdateHandIcons();
break;
case PlayerDetachedMsg _:
_gui?.Parent?.RemoveChild(_gui);
break;
}
}
public void SendChangeHand(string index)
{
SendNetworkMessage(new ClientChangedHandMsg(index));
}
public void AttackByInHand(string index)
{
SendNetworkMessage(new ClientAttackByInHandMsg(index));
}
public void UseActiveHand()
{
if (GetEntity(ActiveIndex) != null)
{
SendNetworkMessage(new UseInHandMsg());
}
}
public void ActivateItemInHand(string handIndex)
{
if (GetEntity(handIndex) == null)
{
return;
}
SendNetworkMessage(new ActivateInHandMsg(handIndex));
}
}
public class Hand
{
// TODO: Separate into server hand and client hand
public Hand(SharedHand hand, IEntityManager manager, HandButton? button = null)
{
Index = hand.Index;
Name = hand.Name;
Location = hand.Location;
Button = button;
if (!hand.EntityUid.HasValue)
{
return;
}
manager.TryGetEntity(hand.EntityUid.Value, out var entity);
Entity = entity;
}
public int Index { get; }
public string Name { get; }
public HandLocation Location { get; set; }
public IEntity? Entity { get; set; }
public HandButton? Button { get; set; }
}
}