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