Files
tbd-station-14/Content.Client/GameObjects/Components/StackVisualizer.cs
2021-02-23 23:28:22 +01:00

182 lines
6.4 KiB
C#

#nullable enable
using System.Collections.Generic;
using Content.Shared.GameObjects.Components;
using Content.Shared.Utility;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Utility;
using YamlDotNet.RepresentationModel;
namespace Content.Client.GameObjects.Components
{
/// <summary>
/// Visualizer for items that come in stacks and have different appearance
/// depending on the size of the stack. Visualizer can work by switching between different
/// icons in <c>_spriteLayers</c> or if the sprite layers are supposed to be composed as transparent layers.
/// The former behavior is default and the latter behavior can be defined in prototypes.
///
/// <example>
/// <para>To define a Stack Visualizer prototype insert the following
/// snippet (you can skip Appearance if already defined)
/// </para>
/// <code>
/// - type: Appearance
/// visuals:
/// - type: StackVisualizer
/// stackLayers:
/// - goldbar_10
/// - goldbar_20
/// - goldbar_30
/// </code>
/// </example>
/// <example>
/// <para>Defining a stack visualizer with composable transparent layers</para>
/// <code>
/// - type: StackVisualizer
/// composite: true
/// stackLayers:
/// - cigarette_1
/// - cigarette_2
/// - cigarette_3
/// - cigarette_4
/// - cigarette_5
/// - cigarette_6
/// </code>
/// </example>
/// <seealso cref="_spriteLayers"/>
/// </summary>
[UsedImplicitly]
public class StackVisualizer : AppearanceVisualizer
{
/// <summary>
/// Default IconLayer stack.
/// </summary>
private const int IconLayer = 0;
/// <summary>
/// Sprite layers used in stack visualizer. Sprites first in layer correspond to lower stack states
/// e.g. <code>_spriteLayers[0]</code> is lower stack level than <code>_spriteLayers[1]</code>.
/// </summary>
private readonly List<string> _spriteLayers = new();
/// <summary>
/// Determines if the visualizer uses composite or non-composite layers for icons. Defaults to false.
///
/// <list type="bullet">
/// <item>
/// <description>false: they are opaque and mutually exclusive (e.g. sprites in a wire coil). <b>Default value</b></description>
/// </item>
/// <item>
/// <description>true: they are transparent and thus layered one over another in ascending order first</description>
/// </item>
/// </list>
///
/// </summary>
private bool _isComposite;
private ResourcePath? _spritePath;
public override void LoadData(YamlMappingNode mapping)
{
base.LoadData(mapping);
if (mapping.TryGetNode<YamlSequenceNode>("stackLayers", out var spriteSequenceNode))
{
foreach (var yamlNode in spriteSequenceNode)
{
_spriteLayers.Add(((YamlScalarNode) yamlNode).Value!);
}
}
if (mapping.TryGetNode<YamlScalarNode>("composite", out var transparent))
{
_isComposite = transparent.AsBool();
}
if (mapping.TryGetNode<YamlScalarNode>("sprite", out var spritePath))
{
_spritePath = spritePath.AsResourcePath();
}
}
public override void InitializeEntity(IEntity entity)
{
base.InitializeEntity(entity);
if (_isComposite
&& _spriteLayers.Count > 0
&& entity.TryGetComponent<ISpriteComponent>(out var spriteComponent))
{
var spritePath = _spritePath ?? spriteComponent.BaseRSI!.Path!;
foreach (var sprite in _spriteLayers)
{
spriteComponent.LayerMapReserveBlank(sprite);
spriteComponent.LayerSetSprite(sprite, new SpriteSpecifier.Rsi(spritePath, sprite));
spriteComponent.LayerSetVisible(sprite, false);
}
}
}
public override void OnChangeData(AppearanceComponent component)
{
base.OnChangeData(component);
if (component.Owner.TryGetComponent<ISpriteComponent>(out var spriteComponent))
{
if (_isComposite)
{
ProcessCompositeSprites(component, spriteComponent);
}
else
{
ProcessOpaqueSprites(component, spriteComponent);
}
}
}
private void ProcessOpaqueSprites(AppearanceComponent component, ISpriteComponent spriteComponent)
{
// Skip processing if no actual
if (!component.TryGetData<int>(StackVisuals.Actual, out var actual)) return;
if (!component.TryGetData<int>(StackVisuals.MaxCount, out var maxCount))
{
maxCount = _spriteLayers.Count;
}
var activeLayer = ContentHelpers.RoundToNearestLevels(actual, maxCount, _spriteLayers.Count - 1);
spriteComponent.LayerSetState(IconLayer, _spriteLayers[activeLayer]);
}
private void ProcessCompositeSprites(AppearanceComponent component, ISpriteComponent spriteComponent)
{
// If hidden, don't render any sprites
if (!component.TryGetData<bool>(StackVisuals.Hide, out var hide)
|| hide)
{
foreach (var transparentSprite in _spriteLayers)
{
spriteComponent.LayerSetVisible(transparentSprite, false);
}
return;
}
// Skip processing if no actual/maxCount
if (!component.TryGetData<int>(StackVisuals.Actual, out var actual)) return;
if (!component.TryGetData<int>(StackVisuals.MaxCount, out var maxCount))
{
maxCount = _spriteLayers.Count;
}
var activeTill = ContentHelpers.RoundToNearestLevels(actual, maxCount, _spriteLayers.Count);
for (var i = 0; i < _spriteLayers.Count; i++)
{
spriteComponent.LayerSetVisible(_spriteLayers[i], i < activeTill);
}
}
}
}