* fixes issue with indexing into colors on multi-sprite markings * should rebuild the dummy upon character profile switch in client * markings, when selected, should now default to the current character's skin color * whoops, missed one * adds a type serializer into marking points * that has to be a list serializer, oops
450 lines
17 KiB
C#
450 lines
17 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Client.CharacterAppearance;
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using Content.Client.Stylesheets;
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using Content.Shared.CharacterAppearance;
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using Content.Shared.Markings;
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using Content.Shared.Species;
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using Robust.Client.AutoGenerated;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.XAML;
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using Robust.Client.Utility;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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using static Robust.Client.UserInterface.Controls.BoxContainer;
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namespace Content.Client.Markings
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{
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[GenerateTypedNameReferences]
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public sealed partial class MarkingPicker : Control
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{
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[Dependency] private readonly MarkingManager _markingManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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public Action<MarkingsSet>? OnMarkingAdded;
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public Action<MarkingsSet>? OnMarkingRemoved;
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public Action<MarkingsSet>? OnMarkingColorChange;
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public Action<MarkingsSet>? OnMarkingRankChange;
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private List<Color> _currentMarkingColors = new();
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private Dictionary<MarkingCategories, MarkingPoints> PointLimits = new();
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private Dictionary<MarkingCategories, MarkingPoints> PointsUsed = new();
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private ItemList.Item? _selectedMarking;
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private ItemList.Item? _selectedUnusedMarking;
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private MarkingCategories _selectedMarkingCategory = MarkingCategories.Chest;
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private MarkingsSet _currentMarkings = new();
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private List<MarkingCategories> _markingCategories = Enum.GetValues<MarkingCategories>().ToList();
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private string _currentSpecies = SpeciesManager.DefaultSpecies;
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public Color CurrentSkinColor = Color.White;
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public void SetData(MarkingsSet newMarkings, string species, Color skinColor)
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{
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_currentMarkings = newMarkings;
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_currentSpecies = species;
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CurrentSkinColor = skinColor;
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// Should marking limits be dependent on species prototypes,
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// or should it be dependent on the entity the
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// species contains? Having marking points as a part of
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// the component allows for any arbitrary thing to have
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// a marking (at this point, it's practically a sprite decoration),
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// but having it as a part of a species makes markings instead
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// be dependent on humanoid variants for constraints
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SpeciesPrototype speciesPrototype = _prototypeManager.Index<SpeciesPrototype>(species);
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EntityPrototype body = _prototypeManager.Index<EntityPrototype>(speciesPrototype.Prototype);
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body.TryGetComponent("Markings", out MarkingsComponent? markingsComponent);
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PointLimits = markingsComponent!.LayerPoints;
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PointsUsed = MarkingPoints.CloneMarkingPointDictionary(PointLimits);
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Populate();
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PopulateUsed();
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}
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public void SetSkinColor(Color color) => CurrentSkinColor = color;
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public MarkingPicker()
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{
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RobustXamlLoader.Load(this);
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IoCManager.InjectDependencies(this);
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for (int i = 0; i < _markingCategories.Count; i++)
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{
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CMarkingCategoryButton.AddItem(Loc.GetString($"markings-category-{_markingCategories[i].ToString()}"), i);
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}
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CMarkingCategoryButton.SelectId(_markingCategories.IndexOf(MarkingCategories.Chest));
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CMarkingCategoryButton.OnItemSelected += OnCategoryChange;
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CMarkingsUnused.OnItemSelected += item =>
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_selectedUnusedMarking = CMarkingsUnused[item.ItemIndex];
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CMarkingAdd.OnPressed += args =>
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MarkingAdd();
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CMarkingsUsed.OnItemSelected += OnUsedMarkingSelected;
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CMarkingRemove.OnPressed += args =>
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MarkingRemove();
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CMarkingRankUp.OnPressed += _ => SwapMarkingUp();
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CMarkingRankDown.OnPressed += _ => SwapMarkingDown();
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}
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private string GetMarkingName(MarkingPrototype marking) => Loc.GetString($"marking-{marking.ID}");
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private List<string> GetMarkingStateNames(MarkingPrototype marking)
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{
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List<string> result = new();
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foreach (var markingState in marking.Sprites)
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{
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switch (markingState)
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{
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case SpriteSpecifier.Rsi rsi:
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result.Add(Loc.GetString($"marking-{marking.ID}-{rsi.RsiState}"));
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break;
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case SpriteSpecifier.Texture texture:
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result.Add(Loc.GetString($"marking-{marking.ID}-{texture.TexturePath.Filename}"));
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break;
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}
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}
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return result;
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}
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public void Populate()
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{
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CMarkingsUnused.Clear();
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_selectedUnusedMarking = null;
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var markings = _markingManager.CategorizedMarkings();
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foreach (var marking in markings[_selectedMarkingCategory])
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{
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if (_currentMarkings.Contains(marking.AsMarking())) continue;
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if (marking.SpeciesRestrictions != null && !marking.SpeciesRestrictions.Contains(_currentSpecies)) continue;
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var item = CMarkingsUnused.AddItem($"{GetMarkingName(marking)}", marking.Sprites[0].Frame0());
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item.Metadata = marking;
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}
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if (PointsUsed.ContainsKey(_selectedMarkingCategory))
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{
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CMarkingPoints.Visible = true;
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}
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else
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{
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CMarkingPoints.Visible = false;
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}
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}
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// Populate the used marking list. Returns a list of markings that weren't
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// valid to add to the marking list.
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public void PopulateUsed()
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{
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CMarkingsUsed.Clear();
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CMarkingColors.Visible = false;
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_selectedMarking = null;
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// a little slower than the original process
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// (the original method here had the logic
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// tied with the presentation, which did it all
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// in one go including display)
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//
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// BUT
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//
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// it's all client side
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// so does it really matter???
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//
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// actual validation/filtering occurs server side, but
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// it might be better to just have a Process function
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// that just iterates through all the markings with
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// a species and points dict to ensure that all markings
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// that were given are valid?
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//
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// one of the larger issues is that this doesn't
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// necessarily use the existing backing list, but rather it
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// allocates entirely new lists instead to perform
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// their functions, making a 'Process' function
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// more desirable imo, since this isn't *really* used
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// outside of this specific niche
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var markings = new MarkingsSet(_currentMarkings);
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// ensures all markings are valid
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markings = MarkingsSet.EnsureValid(_currentMarkings, _markingManager);
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// filters out all non-valid species markings
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markings = MarkingsSet.FilterSpecies(_currentMarkings, _currentSpecies);
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// processes all the points currently available
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markings = MarkingsSet.ProcessPoints(_currentMarkings, PointsUsed);
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// if the marking set has changed, invoke the event that involves changed marking sets
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if (markings != _currentMarkings)
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{
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Logger.DebugS("Markings", "Marking set is different, resetting markings on dummy now");
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_currentMarkings = markings;
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OnMarkingRemoved?.Invoke(_currentMarkings);
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}
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IEnumerator markingEnumerator = _currentMarkings.GetReverseEnumerator();
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// walk backwards through the list for visual purposes
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while (markingEnumerator.MoveNext())
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{
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Marking marking = (Marking) markingEnumerator.Current;
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var newMarking = _markingManager.Markings()[marking.MarkingId];
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var _item = new ItemList.Item(CMarkingsUsed)
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{
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Text = Loc.GetString("marking-used", ("marking-name", $"{GetMarkingName(newMarking)}"), ("marking-category", Loc.GetString($"markings-category-{newMarking.MarkingCategory}"))),
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Icon = newMarking.Sprites[0].Frame0(),
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Selectable = true,
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Metadata = newMarking,
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IconModulate = marking.MarkingColors[0]
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};
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CMarkingsUsed.Add(_item);
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}
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// since all the points have been processed, update the points visually
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UpdatePoints();
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}
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private void SwapMarkingUp()
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{
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if (_selectedMarking == null)
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{
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return;
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}
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var i = CMarkingsUsed.IndexOf(_selectedMarking);
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if (ShiftMarkingRank(i, -1))
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{
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OnMarkingRankChange?.Invoke(_currentMarkings);
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}
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}
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private void SwapMarkingDown()
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{
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if (_selectedMarking == null)
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{
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return;
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}
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var i = CMarkingsUsed.IndexOf(_selectedMarking);
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if (ShiftMarkingRank(i, 1))
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{
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OnMarkingRankChange?.Invoke(_currentMarkings);
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}
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}
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private bool ShiftMarkingRank(int src, int places)
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{
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if (src + places >= CMarkingsUsed.Count || src + places < 0)
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{
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return false;
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}
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var visualDest = src + places; // what it would visually look like
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var visualTemp = CMarkingsUsed[visualDest];
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CMarkingsUsed[visualDest] = CMarkingsUsed[src];
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CMarkingsUsed[src] = visualTemp;
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switch (places)
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{
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// i.e., we're going down in rank
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case < 0:
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_currentMarkings.ShiftRankDownFromEnd(src);
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break;
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// i.e., we're going up in rank
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case > 0:
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_currentMarkings.ShiftRankUpFromEnd(src);
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break;
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// do nothing?
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default:
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break;
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}
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return true;
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}
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// repopulate in case markings are restricted,
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// and also filter out any markings that are now invalid
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// attempt to preserve any existing markings as well:
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// it would be frustrating to otherwise have all markings
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// cleared, imo
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public void SetSpecies(string species)
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{
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_currentSpecies = species;
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var markingCount = _currentMarkings.Count;
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SpeciesPrototype speciesPrototype = _prototypeManager.Index<SpeciesPrototype>(species);
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EntityPrototype body = _prototypeManager.Index<EntityPrototype>(speciesPrototype.Prototype);
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body.TryGetComponent("Markings", out MarkingsComponent? markingsComponent);
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PointLimits = markingsComponent!.LayerPoints;
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PointsUsed = MarkingPoints.CloneMarkingPointDictionary(PointLimits);
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Populate();
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PopulateUsed();
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}
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private void UpdatePoints()
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{
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if (PointsUsed.TryGetValue(_selectedMarkingCategory, out var pointsRemaining))
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{
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CMarkingPoints.Text = Loc.GetString("marking-points-remaining", ("points", pointsRemaining.Points));
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}
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}
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private void OnCategoryChange(OptionButton.ItemSelectedEventArgs category)
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{
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CMarkingCategoryButton.SelectId(category.Id);
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_selectedMarkingCategory = _markingCategories[category.Id];
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Populate();
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UpdatePoints();
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}
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// TODO: This should be using ColorSelectorSliders once that's merged, so
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private void OnUsedMarkingSelected(ItemList.ItemListSelectedEventArgs item)
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{
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_selectedMarking = CMarkingsUsed[item.ItemIndex];
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var prototype = (MarkingPrototype) _selectedMarking.Metadata!;
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if (prototype.FollowSkinColor)
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{
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CMarkingColors.Visible = false;
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return;
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}
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var stateNames = GetMarkingStateNames(prototype);
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_currentMarkingColors.Clear();
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CMarkingColors.DisposeAllChildren();
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List<ColorSelectorSliders> colorSliders = new();
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for (int i = 0; i < prototype.Sprites.Count; i++)
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{
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var colorContainer = new BoxContainer
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{
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Orientation = LayoutOrientation.Vertical,
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};
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CMarkingColors.AddChild(colorContainer);
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ColorSelectorSliders colorSelector = new ColorSelectorSliders();
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colorSliders.Add(colorSelector);
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colorContainer.AddChild(new Label { Text = $"{stateNames[i]} color:" });
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colorContainer.AddChild(colorSelector);
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var currentColor = new Color(
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_currentMarkings[_currentMarkings.Count - 1 - item.ItemIndex].MarkingColors[i].RByte,
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_currentMarkings[_currentMarkings.Count - 1 - item.ItemIndex].MarkingColors[i].GByte,
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_currentMarkings[_currentMarkings.Count - 1 - item.ItemIndex].MarkingColors[i].BByte
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);
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colorSelector.Color = currentColor;
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_currentMarkingColors.Add(currentColor);
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var colorIndex = _currentMarkingColors.Count - 1;
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Action<Color> colorChanged = _ =>
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{
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_currentMarkingColors[colorIndex] = colorSelector.Color;
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ColorChanged(colorIndex);
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};
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colorSelector.OnColorChanged += colorChanged;
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}
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CMarkingColors.Visible = true;
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}
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private void ColorChanged(int colorIndex)
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{
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if (_selectedMarking is null) return;
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var markingPrototype = (MarkingPrototype) _selectedMarking.Metadata!;
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int markingIndex = _currentMarkings.FindIndexOf(markingPrototype.ID);
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if (markingIndex < 0) return;
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_selectedMarking.IconModulate = _currentMarkingColors[colorIndex];
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_currentMarkings[markingIndex].SetColor(colorIndex, _currentMarkingColors[colorIndex]);
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OnMarkingColorChange?.Invoke(_currentMarkings);
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}
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private void MarkingAdd()
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{
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if (_selectedUnusedMarking is null) return;
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MarkingPrototype marking = (MarkingPrototype) _selectedUnusedMarking.Metadata!;
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if (PointsUsed.TryGetValue(marking.MarkingCategory, out var points))
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{
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if (points.Points == 0)
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{
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return;
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}
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points.Points--;
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}
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UpdatePoints();
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var markingObject = marking.AsMarking();
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for (var i = 0; i < markingObject.MarkingColors.Count; i++)
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{
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markingObject.SetColor(i, CurrentSkinColor);
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}
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_currentMarkings.AddBack(markingObject);
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CMarkingsUnused.Remove(_selectedUnusedMarking);
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var item = new ItemList.Item(CMarkingsUsed)
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{
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Text = Loc.GetString("marking-used", ("marking-name", $"{GetMarkingName(marking)}"), ("marking-category", Loc.GetString($"markings-category-{marking.MarkingCategory}"))),
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Icon = marking.Sprites[0].Frame0(),
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Selectable = true,
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Metadata = marking,
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};
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CMarkingsUsed.Insert(0, item);
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_selectedUnusedMarking = null;
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OnMarkingAdded?.Invoke(_currentMarkings);
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}
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private void MarkingRemove()
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{
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if (_selectedMarking is null) return;
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MarkingPrototype marking = (MarkingPrototype) _selectedMarking.Metadata!;
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if (PointsUsed.TryGetValue(marking.MarkingCategory, out var points))
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{
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points.Points++;
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}
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UpdatePoints();
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_currentMarkings.Remove(marking.AsMarking());
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CMarkingsUsed.Remove(_selectedMarking);
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if (marking.MarkingCategory == _selectedMarkingCategory)
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{
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var item = CMarkingsUnused.AddItem($"{GetMarkingName(marking)}", marking.Sprites[0].Frame0());
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item.Metadata = marking;
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}
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_selectedMarking = null;
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CMarkingColors.Visible = false;
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OnMarkingRemoved?.Invoke(_currentMarkings);
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}
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}
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}
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