Files
tbd-station-14/Content.Shared/Hands/Components/HandsComponent.cs
Pieter-Jan Briers 7b90c08a2c Various item status fixes/tweaks (#27267)
* Always display item status panel fully

Initial feedback from the UI changes seems to be that a lot of people go "why is there empty space" so let's fix that.

* Fix item status middle hand being on the wrong side

I think I switched this around when fixing the left/right being inverted in the UI code.

* Minor status panel UI tweaks

Bottom-align contents now that the panel itself doesn't dynamically expand, prevent weird gaps.

Clip contents for panel

* Fix clipping on implanters and network configurators.

Made them take less space. For implanters the name has to be cut off, which I did by adding a new ClipControl to achieve that in rich text.

* Update visibility of item status panels based on whether you have hands at all.

This avoids UI for borgs looking silly.

Added a new "HandUILocation" enum that doesn't have middle hands to avoid confusion in UI code.

* Use BulletRender for laser guns too.

Provides all the benefits like fixing layout overflow and allowing multi-line stuff. Looks great now.

This involved generalizing BulletRender a bit so it can be used for not-just-bullets.

* Fix geiger word wrapping if you're really fucked
2024-04-25 00:01:31 +10:00

169 lines
5.1 KiB
C#

using Content.Shared.Hands.EntitySystems;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Hands.Components;
[RegisterComponent, NetworkedComponent, AutoGenerateComponentPause]
[Access(typeof(SharedHandsSystem))]
public sealed partial class HandsComponent : Component
{
/// <summary>
/// The currently active hand.
/// </summary>
[ViewVariables]
public Hand? ActiveHand;
/// <summary>
/// The item currently held in the active hand.
/// </summary>
[ViewVariables]
public EntityUid? ActiveHandEntity => ActiveHand?.HeldEntity;
[ViewVariables]
public Dictionary<string, Hand> Hands = new();
public int Count => Hands.Count;
/// <summary>
/// List of hand-names. These are keys for <see cref="Hands"/>. The order of this list determines the order in which hands are iterated over.
/// </summary>
public List<string> SortedHands = new();
/// <summary>
/// If true, the items in the hands won't be affected by explosions.
/// </summary>
[DataField]
public bool DisableExplosionRecursion = false;
/// <summary>
/// The amount of throw impulse per distance the player is from the throw target.
/// </summary>
[DataField("throwForceMultiplier")]
[ViewVariables(VVAccess.ReadWrite)]
public float ThrowForceMultiplier { get; set; } = 10f; //should be tuned so that a thrown item lands about under the player's cursor
/// <summary>
/// Distance after which longer throw targets stop increasing throw impulse.
/// </summary>
[DataField("throwRange")]
[ViewVariables(VVAccess.ReadWrite)]
public float ThrowRange { get; set; } = 8f;
/// <summary>
/// Whether or not to add in-hand sprites for held items. Some entities (e.g., drones) don't want these.
/// Used by the client.
/// </summary>
[DataField("showInHands")]
public bool ShowInHands = true;
/// <summary>
/// Data about the current sprite layers that the hand is contributing to the owner entity. Used for sprite in-hands.
/// Used by the client.
/// </summary>
public readonly Dictionary<HandLocation, HashSet<string>> RevealedLayers = new();
/// <summary>
/// The time at which throws will be allowed again.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
[AutoPausedField]
public TimeSpan NextThrowTime;
/// <summary>
/// The minimum time inbetween throws.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public TimeSpan ThrowCooldown = TimeSpan.FromSeconds(0.5f);
}
[Serializable, NetSerializable]
public sealed class Hand //TODO: This should definitely be a struct - Jezi
{
[ViewVariables]
public string Name { get; }
[ViewVariables]
public HandLocation Location { get; }
/// <summary>
/// The container used to hold the contents of this hand. Nullable because the client must get the containers via <see cref="ContainerManagerComponent"/>,
/// which may not be synced with the server when the client hands are created.
/// </summary>
[ViewVariables, NonSerialized]
public ContainerSlot? Container;
[ViewVariables]
public EntityUid? HeldEntity => Container?.ContainedEntity;
public bool IsEmpty => HeldEntity == null;
public Hand(string name, HandLocation location, ContainerSlot? container = null)
{
Name = name;
Location = location;
Container = container;
}
}
[Serializable, NetSerializable]
public sealed class HandsComponentState : ComponentState
{
public readonly List<Hand> Hands;
public readonly List<string> HandNames;
public readonly string? ActiveHand;
public HandsComponentState(HandsComponent handComp)
{
// cloning lists because of test networking.
Hands = new(handComp.Hands.Values);
HandNames = new(handComp.SortedHands);
ActiveHand = handComp.ActiveHand?.Name;
}
}
/// <summary>
/// What side of the body this hand is on.
/// </summary>
/// <seealso cref="HandUILocation"/>
/// <seealso cref="HandLocationExt"/>
public enum HandLocation : byte
{
Left,
Middle,
Right
}
/// <summary>
/// What side of the UI a hand is on.
/// </summary>
/// <seealso cref="HandLocationExt"/>
/// <seealso cref="HandLocation"/>
public enum HandUILocation : byte
{
Left,
Right
}
/// <summary>
/// Helper functions for working with <see cref="HandLocation"/>.
/// </summary>
public static class HandLocationExt
{
/// <summary>
/// Convert a <see cref="HandLocation"/> into the appropriate <see cref="HandUILocation"/>.
/// This maps "middle" hands to <see cref="HandUILocation.Right"/>.
/// </summary>
public static HandUILocation GetUILocation(this HandLocation location)
{
return location switch
{
HandLocation.Left => HandUILocation.Left,
HandLocation.Middle => HandUILocation.Right,
HandLocation.Right => HandUILocation.Right,
_ => throw new ArgumentOutOfRangeException(nameof(location), location, null)
};
}
}