* This system is ancient * Destroy that API * Address reviews * Destroy merge conflicts from orbit * seems to work fine --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
279 lines
11 KiB
C#
279 lines
11 KiB
C#
using System.Linq;
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using System.Numerics;
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using Content.Client.Examine;
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using Content.Client.Hands.Systems;
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using Content.Client.Strip;
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using Content.Client.Stylesheets;
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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.Verbs.UI;
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using Content.Shared.Cuffs;
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using Content.Shared.Cuffs.Components;
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using Content.Shared.Ensnaring.Components;
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using Content.Shared.Hands.Components;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Input;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory.VirtualItem;
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using Content.Shared.Strip.Components;
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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.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared.Input;
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using Robust.Shared.Map;
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using static Content.Client.Inventory.ClientInventorySystem;
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using static Robust.Client.UserInterface.Control;
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namespace Content.Client.Inventory
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{
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[UsedImplicitly]
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public sealed class StrippableBoundUserInterface : BoundUserInterface
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{
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly IUserInterfaceManager _ui = default!;
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private readonly ExamineSystem _examine;
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private readonly HandsSystem _hands;
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private readonly InventorySystem _inv;
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private readonly SharedCuffableSystem _cuffable;
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private readonly StrippableSystem _strippable;
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[ViewVariables]
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private const int ButtonSeparation = 4;
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[ViewVariables]
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public const string HiddenPocketEntityId = "StrippingHiddenEntity";
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[ViewVariables]
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private StrippingMenu? _strippingMenu;
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[ViewVariables]
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private readonly EntityUid _virtualHiddenEntity;
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/// <summary>
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/// The current amount of added hand buttons.
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/// </summary>
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[ViewVariables]
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private int _handCount;
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/// <summary>
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/// The current shape of the inventory, needed to calculate the window size.
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/// </summary>
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[ViewVariables]
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private Vector2i _inventoryDimensions;
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public StrippableBoundUserInterface(EntityUid owner, Enum uiKey) : base(owner, uiKey)
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{
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_examine = EntMan.System<ExamineSystem>();
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_hands = EntMan.System<HandsSystem>();
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_inv = EntMan.System<InventorySystem>();
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_cuffable = EntMan.System<SharedCuffableSystem>();
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_strippable = EntMan.System<StrippableSystem>();
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_virtualHiddenEntity = EntMan.SpawnEntity(HiddenPocketEntityId, MapCoordinates.Nullspace);
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}
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protected override void Open()
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{
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base.Open();
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_strippingMenu = this.CreateWindowCenteredLeft<StrippingMenu>();
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_strippingMenu.OnDirty += UpdateMenu;
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_strippingMenu.Title = Loc.GetString("strippable-bound-user-interface-stripping-menu-title", ("ownerName", Identity.Name(Owner, EntMan)));
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}
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protected override void Dispose(bool disposing)
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{
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if (!disposing)
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return;
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if (_strippingMenu != null)
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_strippingMenu.OnDirty -= UpdateMenu;
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EntMan.DeleteEntity(_virtualHiddenEntity);
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base.Dispose(disposing);
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}
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public void DirtyMenu()
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{
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if (_strippingMenu != null)
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_strippingMenu.Dirty = true;
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}
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public void UpdateMenu()
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{
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if (_strippingMenu == null)
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return;
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_strippingMenu.ClearButtons();
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_handCount = 0;
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_inventoryDimensions = Vector2i.Zero;
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if (EntMan.TryGetComponent<InventoryComponent>(Owner, out var inv))
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{
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foreach (var slot in inv.Slots)
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{
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AddInventoryButton(Owner, slot.Name, inv);
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}
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}
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if (EntMan.TryGetComponent<HandsComponent>(Owner, out var handsComp) && handsComp.CanBeStripped)
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{
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// good ol hands shit code. there is a GuiHands comparer that does the same thing... but these are hands
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// and not gui hands... which are different...
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foreach (var (id, hand) in handsComp.Hands)
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{
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if (hand.Location != HandLocation.Right)
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continue;
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AddHandButton((Owner, handsComp), id, hand);
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}
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foreach (var (id, hand) in handsComp.Hands)
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{
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if (hand.Location != HandLocation.Middle)
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continue;
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AddHandButton((Owner, handsComp), id, hand);
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}
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foreach (var (id, hand) in handsComp.Hands)
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{
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if (hand.Location != HandLocation.Left)
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continue;
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AddHandButton((Owner, handsComp), id, hand);
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}
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}
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// snare-removal button. This is just the old button before the change to item slots. It is pretty out of place.
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if (EntMan.TryGetComponent<EnsnareableComponent>(Owner, out var snare) && snare.IsEnsnared)
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{
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var button = new Button()
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{
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Text = Loc.GetString("strippable-bound-user-interface-stripping-menu-ensnare-button"),
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StyleClasses = { StyleClass.ButtonOpenRight }
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};
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button.OnPressed += (_) => SendPredictedMessage(new StrippingEnsnareButtonPressed());
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_strippingMenu.SnareContainer.AddChild(button);
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}
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// TODO fix layout container measuring (its broken atm).
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// _strippingMenu.InvalidateMeasure();
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// _strippingMenu.Contents.Measure(Vector2Helpers.Infinity);
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// TODO allow windows to resize based on content's desired size
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// for now: shit-code
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// calculate the window size manually
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// +20 horizontally and vertically from the ContentsContainer margin
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// +16 vertically from the BoxContainer margin
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// +27 vertically from the window header
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var horizontalMenuSize = Math.Max(200, Math.Max(_handCount, _inventoryDimensions.X + 1) * (SlotControl.DefaultButtonSize + ButtonSeparation) + 20);
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var verticalMenuSize = Math.Max(200, (_inventoryDimensions.Y + (_handCount > 0 ? 2 : 1)) * (SlotControl.DefaultButtonSize + ButtonSeparation) + 53);
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if (snare?.IsEnsnared == true)
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verticalMenuSize += 20;
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_strippingMenu.SetSize = new Vector2(horizontalMenuSize, verticalMenuSize);
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}
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private void AddHandButton(Entity<HandsComponent> ent, string handId, Hand hand)
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{
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var button = new HandButton(handId, hand.Location);
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button.Pressed += SlotPressed;
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var heldEntity = _hands.GetHeldItem(ent.AsNullable(), handId);
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if (EntMan.TryGetComponent<VirtualItemComponent>(heldEntity, out var virt))
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{
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button.Blocked = true;
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if (_cuffable.TryGetAllCuffs(Owner, out var cuffs) && cuffs.Contains(virt.BlockingEntity))
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button.BlockedRect.MouseFilter = MouseFilterMode.Ignore;
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}
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UpdateEntityIcon(button, heldEntity);
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_strippingMenu!.HandsContainer.AddChild(button);
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LayoutContainer.SetPosition(button, new Vector2i(_handCount, 0) * (SlotControl.DefaultButtonSize + ButtonSeparation));
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_handCount++;
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}
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private void SlotPressed(GUIBoundKeyEventArgs ev, SlotControl slot)
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{
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// TODO: allow other interactions? Verbs? But they should then generate a pop-up and/or have a delay so the
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// user that is being stripped can prevent the verbs from being exectuted.
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// So for now: only stripping & examining
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if (ev.Function == EngineKeyFunctions.Use)
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{
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SendPredictedMessage(new StrippingSlotButtonPressed(slot.SlotName, slot is HandButton));
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return;
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}
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if (slot.Entity == null)
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return;
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if (ev.Function == ContentKeyFunctions.ExamineEntity)
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{
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_examine.DoExamine(slot.Entity.Value);
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ev.Handle();
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}
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else if (ev.Function == EngineKeyFunctions.UseSecondary)
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{
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_ui.GetUIController<VerbMenuUIController>().OpenVerbMenu(slot.Entity.Value);
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ev.Handle();
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}
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}
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private void AddInventoryButton(EntityUid invUid, string slotId, InventoryComponent inv)
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{
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if (!_inv.TryGetSlotContainer(invUid, slotId, out var container, out var slotDef, inv))
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return;
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var entity = container.ContainedEntity;
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// If this is a full pocket, obscure the real entity
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// this does not work for modified clients because they are still sent the real entity
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if (entity != null && _strippable.IsStripHidden(slotDef, _player.LocalEntity))
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entity = _virtualHiddenEntity;
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var button = new SlotButton(new SlotData(slotDef, container));
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button.Pressed += SlotPressed;
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_strippingMenu!.InventoryContainer.AddChild(button);
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UpdateEntityIcon(button, entity);
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LayoutContainer.SetPosition(button, slotDef.StrippingWindowPos * (SlotControl.DefaultButtonSize + ButtonSeparation));
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if (slotDef.StrippingWindowPos.X > _inventoryDimensions.X)
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_inventoryDimensions = new Vector2i(slotDef.StrippingWindowPos.X, _inventoryDimensions.Y);
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if (slotDef.StrippingWindowPos.Y > _inventoryDimensions.Y)
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_inventoryDimensions = new Vector2i(_inventoryDimensions.X, slotDef.StrippingWindowPos.Y);
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}
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private void UpdateEntityIcon(SlotControl button, EntityUid? entity)
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{
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// Hovering, highlighting & storage are features of general hands & inv GUIs. This UI just re-uses these because I'm lazy.
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button.ClearHover();
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button.StorageButton.Visible = false;
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if (entity == null)
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{
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button.SetEntity(null);
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return;
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}
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EntityUid? viewEnt;
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if (EntMan.TryGetComponent<VirtualItemComponent>(entity, out var virt))
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viewEnt = EntMan.HasComponent<SpriteComponent>(virt.BlockingEntity) ? virt.BlockingEntity : null;
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else if (EntMan.HasComponent<SpriteComponent>(entity))
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viewEnt = entity;
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else
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return;
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button.SetEntity(viewEnt);
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}
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}
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}
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