* some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable™️ * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge™️ * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
179 lines
6.1 KiB
C#
179 lines
6.1 KiB
C#
using System;
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using System.Collections.Generic;
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using Content.Client.Examine;
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using Content.Client.Items.UI;
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using Content.Client.Storage;
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using Content.Client.Verbs;
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using Content.Shared.Cooldown;
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using Content.Shared.Hands.Components;
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using Content.Shared.Input;
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using Content.Shared.Interaction;
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using Robust.Client.GameObjects;
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using Robust.Client.UserInterface;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Timing;
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namespace Content.Client.Items.Managers
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{
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public class ItemSlotManager : IItemSlotManager
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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private readonly HashSet<EntityUid> _highlightEntities = new();
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public event Action<EntitySlotHighlightedEventArgs>? EntityHighlightedUpdated;
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public bool SetItemSlot(ItemSlotButton button, EntityUid? entity)
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{
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if (entity == null)
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{
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button.SpriteView.Sprite = null;
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button.StorageButton.Visible = false;
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}
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else
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{
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ISpriteComponent? sprite;
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if (_entityManager.TryGetComponent(entity, out HandVirtualItemComponent? virtPull)
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&& _entityManager.TryGetComponent(virtPull.BlockingEntity, out ISpriteComponent pulledSprite))
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{
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sprite = pulledSprite;
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}
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else if (!_entityManager.TryGetComponent(entity, out sprite))
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{
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return false;
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}
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button.ClearHover();
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button.SpriteView.Sprite = sprite;
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button.StorageButton.Visible = _entityManager.HasComponent<ClientStorageComponent>(entity);
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}
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button.Entity = entity;
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// im lazy
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button.UpdateSlotHighlighted();
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return true;
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}
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public bool OnButtonPressed(GUIBoundKeyEventArgs args, EntityUid item)
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{
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if (item == default)
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return false;
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if (args.Function == ContentKeyFunctions.ExamineEntity)
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{
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_entitySystemManager.GetEntitySystem<ExamineSystem>()
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.DoExamine(item);
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}
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else if (args.Function == ContentKeyFunctions.OpenContextMenu)
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{
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_entitySystemManager.GetEntitySystem<VerbSystem>().VerbMenu.OpenVerbMenu(item);
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}
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else if (args.Function == ContentKeyFunctions.ActivateItemInWorld)
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{
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_entityManager.EntityNetManager?.SendSystemNetworkMessage(new InteractInventorySlotEvent(item, altInteract: false));
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}
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else if (args.Function == ContentKeyFunctions.AltActivateItemInWorld)
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{
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_entityManager.RaisePredictiveEvent(new InteractInventorySlotEvent(item, altInteract: true));
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}
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else
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{
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return false;
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}
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args.Handle();
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return true;
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}
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public void UpdateCooldown(ItemSlotButton? button, EntityUid entity)
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{
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var cooldownDisplay = button?.CooldownDisplay;
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if (cooldownDisplay == null)
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{
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return;
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}
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if (entity == default || _entityManager.Deleted(entity) ||
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!_entityManager.TryGetComponent(entity, out ItemCooldownComponent? cooldown) ||
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!cooldown.CooldownStart.HasValue ||
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!cooldown.CooldownEnd.HasValue)
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{
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cooldownDisplay.Visible = false;
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return;
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}
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var start = cooldown.CooldownStart.Value;
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var end = cooldown.CooldownEnd.Value;
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var length = (end - start).TotalSeconds;
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var progress = (_gameTiming.CurTime - start).TotalSeconds / length;
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var ratio = (progress <= 1 ? (1 - progress) : (_gameTiming.CurTime - end).TotalSeconds * -5);
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cooldownDisplay.Progress = MathHelper.Clamp((float) ratio, -1, 1);
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cooldownDisplay.Visible = ratio > -1f;
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}
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public void HoverInSlot(ItemSlotButton button, EntityUid entity, bool fits)
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{
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if (entity == default || !button.MouseIsHovering)
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{
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button.ClearHover();
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return;
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}
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if (!_entityManager.HasComponent<SpriteComponent>(entity))
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{
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return;
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}
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// Set green / red overlay at 50% transparency
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var hoverEntity = _entityManager.SpawnEntity("hoverentity", MapCoordinates.Nullspace);
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var hoverSprite = _entityManager.GetComponent<SpriteComponent>(hoverEntity);
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hoverSprite.CopyFrom(_entityManager.GetComponent<SpriteComponent>(entity));
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hoverSprite.Color = fits ? new Color(0, 255, 0, 127) : new Color(255, 0, 0, 127);
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button.HoverSpriteView.Sprite = hoverSprite;
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}
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public bool IsHighlighted(EntityUid? uid)
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{
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if (uid == null) return false;
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return _highlightEntities.Contains(uid.Value);
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}
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public void HighlightEntity(EntityUid uid)
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{
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if (!_highlightEntities.Add(uid))
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return;
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EntityHighlightedUpdated?.Invoke(new EntitySlotHighlightedEventArgs(uid, true));
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}
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public void UnHighlightEntity(EntityUid uid)
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{
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if (!_highlightEntities.Remove(uid))
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return;
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EntityHighlightedUpdated?.Invoke(new EntitySlotHighlightedEventArgs(uid, false));
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}
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}
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public readonly struct EntitySlotHighlightedEventArgs
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{
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public EntitySlotHighlightedEventArgs(EntityUid entity, bool newHighlighted)
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{
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Entity = entity;
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NewHighlighted = newHighlighted;
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}
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public EntityUid Entity { get; }
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public bool NewHighlighted { get; }
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}
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}
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