Files
tbd-station-14/Content.Client/GameObjects/Components/Mobs/Actions/ActionAssignments.cs
chairbender 7a3c281f60 Actions System + UI (#2710)
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2020-12-13 23:28:20 +01:00

305 lines
14 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Content.Shared.Actions;
using Content.Shared.GameObjects.Components.Mobs;
using Robust.Shared.GameObjects;
namespace Content.Client.GameObjects.Components.Mobs.Actions
{
/// <summary>
/// Tracks and manages the hotbar assignments for actions.
/// </summary>
public class ActionAssignments
{
// the slots and assignments fields hold client's assignments (what action goes in what slot),
// which are completely client side and independent of what actions they've actually been granted and
// what item the action is actually for.
/// <summary>
/// x = hotbar number, y = slot of that hotbar (index 0 corresponds to the one labeled "1",
/// index 9 corresponds to the one labeled "0"). Essentially the inverse of _assignments.
/// </summary>
private readonly ActionAssignment?[,] _slots;
/// <summary>
/// Hotbar and slot assignment for each action type (slot index 0 corresponds to the one labeled "1",
/// slot index 9 corresponds to the one labeled "0"). The key corresponds to an index in the _slots array.
/// The value is a list because actions can be assigned to multiple slots. Even if an action type has not been granted,
/// it can still be assigned to a slot. Essentially the inverse of _slots.
/// There will be no entry if there is no assignment (no empty lists in this dict)
/// </summary>
private readonly Dictionary<ActionAssignment, List<(byte Hotbar, byte Slot)>> _assignments;
/// <summary>
/// Actions which have been manually cleared by the user, thus should not
/// auto-populate.
/// </summary>
private readonly HashSet<ActionType> _preventAutoPopulate = new();
private readonly Dictionary<EntityUid, HashSet<ItemActionType>> _preventAutoPopulateItem = new();
private readonly byte _numHotbars;
private readonly byte _numSlots;
public ActionAssignments(byte numHotbars, byte numSlots)
{
_numHotbars = numHotbars;
_numSlots = numSlots;
_assignments = new Dictionary<ActionAssignment, List<(byte Hotbar, byte Slot)>>();
_slots = new ActionAssignment?[numHotbars,numSlots];
}
/// <summary>
/// Updates the assignments based on the current states of all the actions.
/// Newly-granted actions or item actions which don't have an assignment will be assigned a slot
/// automatically (unless they've been manually cleared). Item-based actions
/// which no longer have an associated state will be decoupled from their item.
/// </summary>
public void Reconcile(byte currentHotbar, IReadOnlyDictionary<ActionType, ActionState> actionStates,
IReadOnlyDictionary<EntityUid,Dictionary<ItemActionType, ActionState>> itemActionStates)
{
// if we've been granted any actions which have no assignment to any hotbar, we must auto-populate them
// into the hotbar so the user knows about them.
// We fill their current hotbar first, rolling over to the next open slot on the next hotbar.
foreach (var actionState in actionStates)
{
var assignment = ActionAssignment.For(actionState.Key);
if (actionState.Value.Enabled && !_assignments.ContainsKey(assignment))
{
AutoPopulate(assignment, currentHotbar, false);
}
}
foreach (var (item, itemStates) in itemActionStates)
{
foreach (var itemActionState in itemStates)
{
// unlike regular actions, we DO actually show user their new item action even when it's disabled.
// this allows them to instantly see when an action may be possible that is provided by an item but
// something is preventing it
// Note that we are checking if there is an explicit assignment for this item action + item,
// we will determine during auto-population if we should tie the item to an existing "item action only"
// assignment
var assignment = ActionAssignment.For(itemActionState.Key, item);
if (!_assignments.ContainsKey(assignment))
{
AutoPopulate(assignment, currentHotbar, false);
}
}
}
// We need to figure out which current item action assignments we had
// which once had an associated item but have been revoked (based on our newly provided action states)
// so we can dissociate them from the item. If the provided action states do not
// have a state for this action type + item, we can assume that the action has been revoked for that item.
var assignmentsWithoutItem = new List<KeyValuePair<ActionAssignment,List<(byte Hotbar, byte Slot)>>>();
foreach (var assignmentEntry in _assignments)
{
if (!assignmentEntry.Key.TryGetItemActionWithItem(out var actionType, out var item)) continue;
// we have this assignment currently tied to an item,
// check if it no longer has an associated item in our dict of states
if (itemActionStates.TryGetValue(item, out var states))
{
if (states.ContainsKey(actionType))
{
// we have a state for this item + action type so we won't
// remove the item from the assignment
continue;
}
}
assignmentsWithoutItem.Add(assignmentEntry);
}
// reassign without the item for each assignment we found that no longer has an associated item
foreach (var (assignment, slots) in assignmentsWithoutItem)
{
foreach (var (hotbar, slot) in slots)
{
if (!assignment.TryGetItemActionWithItem(out var actionType, out _)) continue;
AssignSlot(hotbar, slot,
ActionAssignment.For(actionType));
}
}
// Additionally, we must find items which have no action states at all in our newly provided states so
// we can assume their item was unequipped and reset them to allow auto-population.
var itemsWithoutState = _preventAutoPopulateItem.Keys.Where(item => !itemActionStates.ContainsKey(item));
foreach (var toRemove in itemsWithoutState)
{
_preventAutoPopulateItem.Remove(toRemove);
}
}
/// <summary>
/// Assigns the indicated hotbar slot to the specified action type.
/// </summary>
/// <param name="hotbar">hotbar whose slot is being assigned</param>
/// <param name="slot">slot of the hotbar to assign to (0 = the slot labeled 1, 9 = the slot labeled 0)</param>
/// <param name="actionType">action to assign to the slot</param>
public void AssignSlot(byte hotbar, byte slot, ActionAssignment actionType)
{
ClearSlot(hotbar, slot, false);
_slots[hotbar, slot] = actionType;
if (_assignments.TryGetValue(actionType, out var slotList))
{
slotList.Add((hotbar, slot));
}
else
{
var newList = new List<(byte Hotbar, byte Slot)> {(hotbar, slot)};
_assignments[actionType] = newList;
}
}
/// <summary>
/// Clear the assignment from the indicated slot.
/// </summary>
/// <param name="hotbar">hotbar whose slot is being cleared</param>
/// <param name="slot">slot of the hotbar to clear (0 = the slot labeled 1, 9 = the slot labeled 0)</param>
/// <param name="preventAutoPopulate">if true, the action assigned to this slot
/// will be prevented from being auto-populated in the future when it is newly granted.
/// Item actions will automatically be allowed to auto populate again
/// when their associated item are unequipped. This ensures that items that are newly
/// picked up will always present their actions to the user even if they had earlier been cleared.
/// </param>
public void ClearSlot(byte hotbar, byte slot, bool preventAutoPopulate)
{
// remove this particular assignment from our data structures
// (keeping in mind something can be assigned multiple slots)
var currentAction = _slots[hotbar, slot];
if (!currentAction.HasValue) return;
if (preventAutoPopulate)
{
var assignment = currentAction.Value;
if (assignment.TryGetAction(out var actionType))
{
_preventAutoPopulate.Add(actionType);
}
else if (assignment.TryGetItemActionWithItem(out var itemActionType, out var item))
{
if (!_preventAutoPopulateItem.TryGetValue(item, out var actionTypes))
{
actionTypes = new HashSet<ItemActionType>();
_preventAutoPopulateItem[item] = actionTypes;
}
actionTypes.Add(itemActionType);
}
}
var assignmentList = _assignments[currentAction.Value];
assignmentList = assignmentList.Where(a => a.Hotbar != hotbar || a.Slot != slot).ToList();
if (assignmentList.Count == 0)
{
_assignments.Remove(currentAction.Value);
}
else
{
_assignments[currentAction.Value] = assignmentList;
}
_slots[hotbar, slot] = null;
}
/// <summary>
/// Finds the next open slot the action can go in and assigns it there,
/// starting from the currently selected hotbar.
/// Does not update any UI elements, only updates the assignment data structures.
/// </summary>
/// <param name="force">if true, will force the assignment to occur
/// regardless of whether this assignment has been prevented from auto population
/// via ClearSlot's preventAutoPopulate parameter. If false, will have no effect
/// if this assignment has been prevented from auto population.</param>
public void AutoPopulate(ActionAssignment toAssign, byte currentHotbar, bool force = true)
{
if (ShouldPreventAutoPopulate(toAssign, force)) return;
// if the assignment to make is an item action with an associated item,
// then first look for currently assigned item actions without an item, to replace with this
// assignment
if (toAssign.TryGetItemActionWithItem(out var actionType, out var _))
{
if (_assignments.TryGetValue(ActionAssignment.For(actionType),
out var possibilities))
{
// use the closest assignment to current hotbar
byte hotbar = 0;
byte slot = 0;
var minCost = int.MaxValue;
foreach (var possibility in possibilities)
{
var cost = possibility.Slot + _numSlots * (currentHotbar >= possibility.Hotbar
? currentHotbar - possibility.Hotbar
: (_numHotbars - currentHotbar) + possibility.Hotbar);
if (cost < minCost)
{
hotbar = possibility.Hotbar;
slot = possibility.Slot;
minCost = cost;
}
}
if (minCost != int.MaxValue)
{
AssignSlot(hotbar, slot, toAssign);
return;
}
}
}
for (byte hotbarOffset = 0; hotbarOffset < _numHotbars; hotbarOffset++)
{
for (byte slot = 0; slot < _numSlots; slot++)
{
var hotbar = (byte) ((currentHotbar + hotbarOffset) % _numHotbars);
var slotAssignment = _slots[hotbar, slot];
if (slotAssignment.HasValue)
{
// if the assignment in this slot is an item action without an associated item,
// then tie it to the current item if we are trying to auto populate an item action.
if (toAssign.Assignment == Assignment.ItemActionWithItem &&
slotAssignment.Value.Assignment == Assignment.ItemActionWithoutItem)
{
AssignSlot(hotbar, slot, toAssign);
return;
}
continue;
}
// slot's empty, assign
AssignSlot(hotbar, slot, toAssign);
return;
}
}
// there was no empty slot
}
private bool ShouldPreventAutoPopulate(ActionAssignment assignment, bool force)
{
if (force) return false;
if (assignment.TryGetAction(out var actionType))
{
return _preventAutoPopulate.Contains(actionType);
}
if (assignment.TryGetItemActionWithItem(out var itemActionType, out var item))
{
return _preventAutoPopulateItem.TryGetValue(item,
out var itemActionTypes) && itemActionTypes.Contains(itemActionType);
}
return false;
}
/// <summary>
/// Gets the assignment to the indicated slot if there is one.
/// </summary>
public ActionAssignment? this[in byte hotbar, in byte slot] => _slots[hotbar, slot];
/// <returns>true if we have the assignment assigned to some slot</returns>
public bool HasAssignment(ActionAssignment assignment)
{
return _assignments.ContainsKey(assignment);
}
}
}