Files
tbd-station-14/Content.Client/UserInterface/Systems/Hands/HandsUIController.cs
Plykiya 450bf813b8 Fix for inspecting entities in hand (#33642)
Actually inspect entity in hands
2024-11-30 17:14:39 +01:00

481 lines
14 KiB
C#

using Content.Client.Gameplay;
using Content.Client.Hands.Systems;
using Content.Client.UserInterface.Controls;
using Content.Client.UserInterface.Systems.Hands.Controls;
using Content.Client.UserInterface.Systems.Hotbar.Widgets;
using Content.Shared.Hands.Components;
using Content.Shared.Input;
using Content.Shared.Inventory.VirtualItem;
using Content.Shared.Timing;
using Robust.Client.Player;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controllers;
using Robust.Shared.Input;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Client.UserInterface.Systems.Hands;
public sealed class HandsUIController : UIController, IOnStateEntered<GameplayState>, IOnSystemChanged<HandsSystem>
{
[Dependency] private readonly IEntityManager _entities = default!;
[Dependency] private readonly IPlayerManager _player = default!;
[UISystemDependency] private readonly HandsSystem _handsSystem = default!;
[UISystemDependency] private readonly UseDelaySystem _useDelay = default!;
private readonly List<HandsContainer> _handsContainers = new();
private readonly Dictionary<string, int> _handContainerIndices = new();
private readonly Dictionary<string, HandButton> _handLookup = new();
private HandsComponent? _playerHandsComponent;
private HandButton? _activeHand = null;
// We only have two item status controls (left and right hand),
// but we may have more than two hands.
// We handle this by having the item status be the *last active* hand of that side.
// These variables store which that is.
// ("middle" hands are hardcoded as right, whatever)
private HandButton? _statusHandLeft;
private HandButton? _statusHandRight;
private int _backupSuffix = 0; //this is used when autogenerating container names if they don't have names
private HotbarGui? HandsGui => UIManager.GetActiveUIWidgetOrNull<HotbarGui>();
public void OnSystemLoaded(HandsSystem system)
{
_handsSystem.OnPlayerAddHand += OnAddHand;
_handsSystem.OnPlayerItemAdded += OnItemAdded;
_handsSystem.OnPlayerItemRemoved += OnItemRemoved;
_handsSystem.OnPlayerSetActiveHand += SetActiveHand;
_handsSystem.OnPlayerRemoveHand += RemoveHand;
_handsSystem.OnPlayerHandsAdded += LoadPlayerHands;
_handsSystem.OnPlayerHandsRemoved += UnloadPlayerHands;
_handsSystem.OnPlayerHandBlocked += HandBlocked;
_handsSystem.OnPlayerHandUnblocked += HandUnblocked;
}
public void OnSystemUnloaded(HandsSystem system)
{
_handsSystem.OnPlayerAddHand -= OnAddHand;
_handsSystem.OnPlayerItemAdded -= OnItemAdded;
_handsSystem.OnPlayerItemRemoved -= OnItemRemoved;
_handsSystem.OnPlayerSetActiveHand -= SetActiveHand;
_handsSystem.OnPlayerRemoveHand -= RemoveHand;
_handsSystem.OnPlayerHandsAdded -= LoadPlayerHands;
_handsSystem.OnPlayerHandsRemoved -= UnloadPlayerHands;
_handsSystem.OnPlayerHandBlocked -= HandBlocked;
_handsSystem.OnPlayerHandUnblocked -= HandUnblocked;
}
private void OnAddHand(string name, HandLocation location)
{
AddHand(name, location);
}
private void HandPressed(GUIBoundKeyEventArgs args, SlotControl hand)
{
if (_playerHandsComponent == null)
{
return;
}
if (args.Function == EngineKeyFunctions.UIClick)
{
_handsSystem.UIHandClick(_playerHandsComponent, hand.SlotName);
args.Handle();
}
else if (args.Function == EngineKeyFunctions.UseSecondary)
{
_handsSystem.UIHandOpenContextMenu(hand.SlotName);
args.Handle();
}
else if (args.Function == ContentKeyFunctions.ActivateItemInWorld)
{
_handsSystem.UIHandActivate(hand.SlotName);
args.Handle();
}
else if (args.Function == ContentKeyFunctions.AltActivateItemInWorld)
{
_handsSystem.UIHandAltActivateItem(hand.SlotName);
args.Handle();
}
else if (args.Function == ContentKeyFunctions.ExamineEntity)
{
_handsSystem.UIInventoryExamine(hand.SlotName);
args.Handle();
}
}
private void UnloadPlayerHands()
{
if (HandsGui != null)
HandsGui.Visible = false;
_handContainerIndices.Clear();
_handLookup.Clear();
_playerHandsComponent = null;
foreach (var container in _handsContainers)
{
container.Clear();
}
}
private void LoadPlayerHands(HandsComponent handsComp)
{
DebugTools.Assert(_playerHandsComponent == null);
if (HandsGui != null)
HandsGui.Visible = true;
_playerHandsComponent = handsComp;
foreach (var (name, hand) in handsComp.Hands)
{
var handButton = AddHand(name, hand.Location);
if (_entities.TryGetComponent(hand.HeldEntity, out VirtualItemComponent? virt))
{
handButton.SetEntity(virt.BlockingEntity);
handButton.Blocked = true;
}
else
{
handButton.SetEntity(hand.HeldEntity);
handButton.Blocked = false;
}
}
var activeHand = handsComp.ActiveHand;
if (activeHand == null)
return;
SetActiveHand(activeHand.Name);
}
private void HandBlocked(string handName)
{
if (!_handLookup.TryGetValue(handName, out var hand))
{
return;
}
hand.Blocked = true;
}
private void HandUnblocked(string handName)
{
if (!_handLookup.TryGetValue(handName, out var hand))
{
return;
}
hand.Blocked = false;
}
private int GetHandContainerIndex(string containerName)
{
if (!_handContainerIndices.TryGetValue(containerName, out var result))
return -1;
return result;
}
private void OnItemAdded(string name, EntityUid entity)
{
var hand = GetHand(name);
if (hand == null)
return;
if (_entities.TryGetComponent(entity, out VirtualItemComponent? virt))
{
hand.SetEntity(virt.BlockingEntity);
hand.Blocked = true;
}
else
{
hand.SetEntity(entity);
hand.Blocked = false;
}
UpdateHandStatus(hand, entity);
}
private void OnItemRemoved(string name, EntityUid entity)
{
var hand = GetHand(name);
if (hand == null)
return;
hand.SetEntity(null);
UpdateHandStatus(hand, null);
}
private HandsContainer GetFirstAvailableContainer()
{
if (_handsContainers.Count == 0)
throw new Exception("Could not find an attached hand hud container");
foreach (var container in _handsContainers)
{
if (container.IsFull)
continue;
return container;
}
throw new Exception("All attached hand hud containers were full!");
}
public bool TryGetHandContainer(string containerName, out HandsContainer? container)
{
container = null;
var containerIndex = GetHandContainerIndex(containerName);
if (containerIndex == -1)
return false;
container = _handsContainers[containerIndex];
return true;
}
//propagate hand activation to the hand system.
private void StorageActivate(GUIBoundKeyEventArgs args, SlotControl handControl)
{
_handsSystem.UIHandActivate(handControl.SlotName);
}
private void SetActiveHand(string? handName)
{
if (handName == null)
{
if (_activeHand != null)
_activeHand.Highlight = false;
return;
}
if (!_handLookup.TryGetValue(handName, out var handControl) || handControl == _activeHand)
return;
if (_activeHand != null)
_activeHand.Highlight = false;
handControl.Highlight = true;
_activeHand = handControl;
if (HandsGui != null &&
_playerHandsComponent != null &&
_player.LocalSession?.AttachedEntity is { } playerEntity &&
_handsSystem.TryGetHand(playerEntity, handName, out var hand, _playerHandsComponent))
{
var foldedLocation = hand.Location.GetUILocation();
if (foldedLocation == HandUILocation.Left)
{
_statusHandLeft = handControl;
HandsGui.UpdatePanelEntityLeft(hand.HeldEntity);
}
else
{
// Middle or right
_statusHandRight = handControl;
HandsGui.UpdatePanelEntityRight(hand.HeldEntity);
}
HandsGui.SetHighlightHand(foldedLocation);
}
}
private HandButton? GetHand(string handName)
{
_handLookup.TryGetValue(handName, out var handControl);
return handControl;
}
private HandButton AddHand(string handName, HandLocation location)
{
var button = new HandButton(handName, location);
button.StoragePressed += StorageActivate;
button.Pressed += HandPressed;
if (!_handLookup.TryAdd(handName, button))
throw new Exception("Tried to add hand with duplicate name to UI. Name:" + handName);
if (HandsGui != null)
{
HandsGui.HandContainer.AddButton(button);
}
else
{
GetFirstAvailableContainer().AddButton(button);
}
// If we don't have a status for this hand type yet, set it.
// This means we have status filled by default in most scenarios,
// otherwise the user'd need to switch hands to "activate" the hands the first time.
if (location.GetUILocation() == HandUILocation.Left)
_statusHandLeft ??= button;
else
_statusHandRight ??= button;
UpdateVisibleStatusPanels();
return button;
}
/// <summary>
/// Reload all hands.
/// </summary>
public void ReloadHands()
{
UnloadPlayerHands();
_handsSystem.ReloadHandButtons();
}
/// <summary>
/// Swap hands from one container to the other.
/// </summary>
/// <param name="other"></param>
/// <param name="source"></param>
public void SwapHands(HandsContainer other, HandsContainer? source = null)
{
if (HandsGui == null && source == null)
{
throw new ArgumentException("Cannot swap hands if no source hand container exists!");
}
source ??= HandsGui!.HandContainer;
var transfer = new List<Control>();
foreach (var child in source.Children)
{
if (child is not HandButton)
{
continue;
}
transfer.Add(child);
}
foreach (var control in transfer)
{
source.RemoveChild(control);
other.AddChild(control);
}
}
private void RemoveHand(string handName)
{
RemoveHand(handName, out _);
}
private bool RemoveHand(string handName, out HandButton? handButton)
{
if (!_handLookup.TryGetValue(handName, out handButton))
return false;
if (handButton.Parent is HandsContainer handContainer)
{
handContainer.RemoveButton(handButton);
}
if (_statusHandLeft == handButton)
_statusHandLeft = null;
if (_statusHandRight == handButton)
_statusHandRight = null;
_handLookup.Remove(handName);
handButton.Dispose();
UpdateVisibleStatusPanels();
return true;
}
private void UpdateVisibleStatusPanels()
{
var leftVisible = false;
var rightVisible = false;
foreach (var hand in _handLookup.Values)
{
if (hand.HandLocation.GetUILocation() == HandUILocation.Left)
{
leftVisible = true;
}
else
{
rightVisible = true;
}
}
HandsGui?.UpdateStatusVisibility(leftVisible, rightVisible);
}
public string RegisterHandContainer(HandsContainer handContainer)
{
var name = "HandContainer_" + _backupSuffix;
if (handContainer.Indexer == null)
{
handContainer.Indexer = name;
_backupSuffix++;
}
else
{
name = handContainer.Indexer;
}
_handContainerIndices.Add(name, _handsContainers.Count);
_handsContainers.Add(handContainer);
return name;
}
public bool RemoveHandContainer(string handContainerName)
{
var index = GetHandContainerIndex(handContainerName);
if (index == -1)
return false;
_handContainerIndices.Remove(handContainerName);
_handsContainers.RemoveAt(index);
return true;
}
public bool RemoveHandContainer(string handContainerName, out HandsContainer? container)
{
var success = _handContainerIndices.TryGetValue(handContainerName, out var index);
container = _handsContainers[index];
_handContainerIndices.Remove(handContainerName);
_handsContainers.RemoveAt(index);
return success;
}
public void OnStateEntered(GameplayState state)
{
if (HandsGui != null)
HandsGui.Visible = _playerHandsComponent != null;
}
public override void FrameUpdate(FrameEventArgs args)
{
base.FrameUpdate(args);
// TODO this should be event based but 2 systems modify the same component differently for some reason
foreach (var container in _handsContainers)
{
foreach (var hand in container.GetButtons())
{
if (!_entities.TryGetComponent(hand.Entity, out UseDelayComponent? useDelay))
{
hand.CooldownDisplay.Visible = false;
continue;
}
var delay = _useDelay.GetLastEndingDelay((hand.Entity.Value, useDelay));
hand.CooldownDisplay.Visible = true;
hand.CooldownDisplay.FromTime(delay.StartTime, delay.EndTime);
}
}
}
private void UpdateHandStatus(HandButton hand, EntityUid? entity)
{
if (hand == _statusHandLeft)
HandsGui?.UpdatePanelEntityLeft(entity);
if (hand == _statusHandRight)
HandsGui?.UpdatePanelEntityRight(entity);
}
}