301 lines
10 KiB
C#
301 lines
10 KiB
C#
using System.IO;
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using System.Linq;
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using Content.Shared.Actions;
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using Content.Shared.Actions.ActionTypes;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Client.Player;
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using Robust.Shared.ContentPack;
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using Robust.Shared.GameStates;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Serialization.Manager;
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using Robust.Shared.Serialization.Markdown;
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using Robust.Shared.Serialization.Markdown.Mapping;
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using Robust.Shared.Serialization.Markdown.Sequence;
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using Robust.Shared.Utility;
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using YamlDotNet.RepresentationModel;
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namespace Content.Client.Actions
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{
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[UsedImplicitly]
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public sealed class ActionsSystem : SharedActionsSystem
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{
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public delegate void OnActionReplaced(ActionType existing, ActionType action);
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IResourceManager _resources = default!;
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[Dependency] private readonly ISerializationManager _serialization = default!;
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public event Action<ActionType>? ActionAdded;
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public event Action<ActionType>? ActionRemoved;
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public event OnActionReplaced? ActionReplaced;
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public event Action? ActionsUpdated;
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public event Action<ActionsComponent>? LinkActions;
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public event Action? UnlinkActions;
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public event Action? ClearAssignments;
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public event Action<List<SlotAssignment>>? AssignSlot;
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public ActionsComponent? PlayerActions { get; private set; }
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ActionsComponent, PlayerAttachedEvent>(OnPlayerAttached);
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SubscribeLocalEvent<ActionsComponent, PlayerDetachedEvent>(OnPlayerDetached);
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SubscribeLocalEvent<ActionsComponent, ComponentHandleState>(HandleComponentState);
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}
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public override void Dirty(ActionType action)
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{
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if (_playerManager.LocalPlayer?.ControlledEntity != action.AttachedEntity)
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return;
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base.Dirty(action);
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ActionsUpdated?.Invoke();
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}
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private void HandleComponentState(EntityUid uid, ActionsComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not ActionsComponentState state)
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return;
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state.SortedActions ??= new SortedSet<ActionType>(state.Actions);
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var serverActions = state.SortedActions;
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var removed = new List<ActionType>();
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foreach (var act in component.Actions.ToList())
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{
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if (act.ClientExclusive)
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continue;
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if (!serverActions.TryGetValue(act, out var serverAct))
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{
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component.Actions.Remove(act);
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if (act.AutoRemove)
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removed.Add(act);
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continue;
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}
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act.CopyFrom(serverAct);
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}
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var added = new List<ActionType>();
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// Anything that remains is a new action
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foreach (var newAct in serverActions)
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{
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if (component.Actions.Contains(newAct))
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continue;
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// We create a new action, not just sorting a reference to the state's action.
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var action = (ActionType) newAct.Clone();
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component.Actions.Add(action);
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added.Add(action);
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}
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if (_playerManager.LocalPlayer?.ControlledEntity != uid)
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return;
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foreach (var action in removed)
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{
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ActionRemoved?.Invoke(action);
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}
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foreach (var action in added)
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{
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ActionAdded?.Invoke(action);
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}
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ActionsUpdated?.Invoke();
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}
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protected override void AddActionInternal(ActionsComponent comp, ActionType action)
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{
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// Sometimes the client receives actions from the server, before predicting that newly added components will add
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// their own shared actions. Just in case those systems ever decided to directly access action properties (e.g.,
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// action.Toggled), we will remove duplicates:
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if (comp.Actions.TryGetValue(action, out var existing))
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{
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comp.Actions.Remove(existing);
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ActionReplaced?.Invoke(existing, action);
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}
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comp.Actions.Add(action);
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}
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public override void AddAction(EntityUid uid, ActionType action, EntityUid? provider, ActionsComponent? comp = null, bool dirty = true)
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{
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if (GameTiming.ApplyingState && !action.ClientExclusive)
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return;
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if (!Resolve(uid, ref comp, false))
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return;
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dirty &= !action.ClientExclusive;
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base.AddAction(uid, action, provider, comp, dirty);
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if (uid == _playerManager.LocalPlayer?.ControlledEntity)
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ActionAdded?.Invoke(action);
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}
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public override void RemoveAction(EntityUid uid, ActionType action, ActionsComponent? comp = null, bool dirty = true)
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{
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if (GameTiming.ApplyingState && !action.ClientExclusive)
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return;
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if (!Resolve(uid, ref comp, false))
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return;
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dirty &= !action.ClientExclusive;
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base.RemoveAction(uid, action, comp, dirty);
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if (action.AutoRemove && uid == _playerManager.LocalPlayer?.ControlledEntity)
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ActionRemoved?.Invoke(action);
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}
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private void OnPlayerAttached(EntityUid uid, ActionsComponent component, PlayerAttachedEvent args)
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{
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LinkAllActions(component);
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}
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private void OnPlayerDetached(EntityUid uid, ActionsComponent component, PlayerDetachedEvent? args = null)
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{
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UnlinkAllActions();
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}
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public void UnlinkAllActions()
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{
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PlayerActions = null;
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UnlinkActions?.Invoke();
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}
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public void LinkAllActions(ActionsComponent? actions = null)
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{
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var player = _playerManager.LocalPlayer?.ControlledEntity;
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if (player == null || !Resolve(player.Value, ref actions, false))
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{
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return;
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}
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LinkActions?.Invoke(actions);
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PlayerActions = actions;
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}
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public override void Shutdown()
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{
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base.Shutdown();
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CommandBinds.Unregister<ActionsSystem>();
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}
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public void TriggerAction(ActionType? action)
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{
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if (PlayerActions == null || action == null || _playerManager.LocalPlayer?.ControlledEntity is not { Valid: true } user)
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return;
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if (action.Provider != null && Deleted(action.Provider))
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return;
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if (action is not InstantAction instantAction)
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{
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return;
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}
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if (action.ClientExclusive)
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{
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if (instantAction.Event != null)
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instantAction.Event.Performer = user;
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PerformAction(user, PlayerActions, instantAction, instantAction.Event, GameTiming.CurTime);
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}
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else
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{
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var request = new RequestPerformActionEvent(instantAction);
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EntityManager.RaisePredictiveEvent(request);
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}
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}
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/*public void SaveActionAssignments(string path)
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{
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// Currently only tested with temporary innate actions (i.e., mapping actions). No guarantee it works with
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// other actions. If its meant to be used for full game state saving/loading, the entity that provides
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// actions needs to keep the same uid.
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var sequence = new SequenceDataNode();
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foreach (var (action, assigns) in Assignments.Assignments)
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{
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var slot = new MappingDataNode();
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slot.Add("action", _serializationManager.WriteValue(action));
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slot.Add("assignments", _serializationManager.WriteValue(assigns));
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sequence.Add(slot);
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}
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using var writer = _resourceManager.UserData.OpenWriteText(new ResourcePath(path).ToRootedPath());
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var stream = new YamlStream { new(sequence.ToSequenceNode()) };
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stream.Save(new YamlMappingFix(new Emitter(writer)), false);
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}*/
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/// <summary>
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/// Load actions and their toolbar assignments from a file.
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/// </summary>
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public void LoadActionAssignments(string path, bool userData)
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{
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if (PlayerActions == null)
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return;
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var file = new ResPath(path).ToRootedPath();
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TextReader reader = userData
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? _resources.UserData.OpenText(file)
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: _resources.ContentFileReadText(file);
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var yamlStream = new YamlStream();
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yamlStream.Load(reader);
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if (yamlStream.Documents[0].RootNode.ToDataNode() is not SequenceDataNode sequence)
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return;
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ClearAssignments?.Invoke();
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var assignments = new List<SlotAssignment>();
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foreach (var entry in sequence.Sequence)
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{
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if (entry is not MappingDataNode map)
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continue;
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if (!map.TryGet("action", out var actionNode))
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continue;
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var action = _serialization.Read<ActionType>(actionNode, notNullableOverride: true);
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if (PlayerActions.Actions.TryGetValue(action, out var existingAction))
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{
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existingAction.CopyFrom(action);
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action = existingAction;
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}
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else
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{
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PlayerActions.Actions.Add(action);
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}
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if (!map.TryGet("assignments", out var assignmentNode))
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continue;
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var nodeAssignments = _serialization.Read<List<(byte Hotbar, byte Slot)>>(assignmentNode, notNullableOverride: true);
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foreach (var index in nodeAssignments)
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{
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var assignment = new SlotAssignment(index.Hotbar, index.Slot, action);
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assignments.Add(assignment);
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}
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}
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AssignSlot?.Invoke(assignments);
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}
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public record struct SlotAssignment(byte Hotbar, byte Slot, ActionType Action);
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}
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}
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