* wielding kinda works * rough out all the edges, wielding works nicely * popups + loc * increase damage & extra damage against whitelist * small fixes * forgot to actually do that * reviews * reviews + thing * use resistances and not extradamageagainstwhitelist * slashy * make increasedamageonwield and melee hit events work with modifiersets * Silly individual
269 lines
8.3 KiB
C#
269 lines
8.3 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using Content.Client.HUD;
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using Content.Client.Items.Managers;
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using Content.Client.Items.UI;
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using Content.Client.Resources;
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using Content.Shared.CCVar;
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using Content.Shared.Hands.Components;
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using Robust.Client.AutoGenerated;
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using Robust.Client.Graphics;
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using Robust.Client.ResourceManagement;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.XAML;
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using Robust.Shared.Configuration;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Input;
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using Robust.Shared.IoC;
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using Robust.Shared.Timing;
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using Robust.Shared.ViewVariables;
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namespace Content.Client.Hands
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{
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[GenerateTypedNameReferences]
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public sealed partial class HandsGui : Control
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{
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[Dependency] private readonly IResourceCache _resourceCache = default!;
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[Dependency] private readonly IItemSlotManager _itemSlotManager = default!;
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[Dependency] private readonly IGameHud _gameHud = default!;
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[Dependency] private readonly INetConfigurationManager _configManager = default!;
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private readonly HandsSystem _handsSystem;
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private readonly HandsComponent _handsComponent;
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private Texture StorageTexture => _gameHud.GetHudTexture("back.png");
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private Texture BlockedTexture => _resourceCache.GetTexture("/Textures/Interface/Inventory/blocked.png");
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private ItemStatusPanel StatusPanel { get; }
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[ViewVariables] private GuiHand[] _hands = Array.Empty<GuiHand>();
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private string? ActiveHand { get; set; }
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public HandsGui(HandsComponent hands, HandsSystem handsSystem)
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{
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_handsComponent = hands;
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_handsSystem = handsSystem;
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RobustXamlLoader.Load(this);
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IoCManager.InjectDependencies(this);
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StatusPanel = ItemStatusPanel.FromSide(HandLocation.Middle);
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StatusContainer.AddChild(StatusPanel);
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StatusPanel.SetPositionFirst();
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}
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protected override void EnteredTree()
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{
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base.EnteredTree();
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_handsSystem.GuiStateUpdated += HandsSystemOnGuiStateUpdated;
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_configManager.OnValueChanged(CCVars.HudTheme, UpdateHudTheme);
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HandsSystemOnGuiStateUpdated();
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}
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protected override void ExitedTree()
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{
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base.ExitedTree();
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_handsSystem.GuiStateUpdated -= HandsSystemOnGuiStateUpdated;
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_configManager.UnsubValueChanged(CCVars.HudTheme, UpdateHudTheme);
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}
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private void HandsSystemOnGuiStateUpdated()
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{
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var state = _handsSystem.GetGuiState();
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ActiveHand = state.ActiveHand;
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_hands = state.GuiHands;
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Array.Sort(_hands, HandOrderComparer.Instance);
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UpdateGui();
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}
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private void UpdateGui()
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{
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HandsContainer.DisposeAllChildren();
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foreach (var hand in _hands)
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{
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var newButton = MakeHandButton(hand.HandLocation);
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HandsContainer.AddChild(newButton);
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hand.HandButton = newButton;
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var handName = hand.Name;
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newButton.OnPressed += args => OnHandPressed(args, handName);
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newButton.OnStoragePressed += _ => OnStoragePressed(handName);
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_itemSlotManager.SetItemSlot(newButton, hand.HeldItem);
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// Show blocked overlay if hand is blocked.
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newButton.Blocked.Visible =
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hand.HeldItem != null && hand.HeldItem.HasComponent<HandVirtualItemComponent>();
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}
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if (TryGetActiveHand(out var activeHand))
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{
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activeHand.HandButton.SetActiveHand(true);
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StatusPanel.Update(activeHand.HeldItem);
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}
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}
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private void OnHandPressed(GUIBoundKeyEventArgs args, string handName)
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{
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if (args.Function == EngineKeyFunctions.UIClick)
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{
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_handsSystem.UIHandClick(_handsComponent, handName);
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}
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else if (TryGetHand(handName, out var hand))
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{
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_itemSlotManager.OnButtonPressed(args, hand.HeldItem);
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}
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}
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private void OnStoragePressed(string handName)
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{
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_handsSystem.UIHandActivate(handName);
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}
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private bool TryGetActiveHand([NotNullWhen(true)] out GuiHand? activeHand)
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{
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TryGetHand(ActiveHand, out activeHand);
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return activeHand != null;
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}
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private bool TryGetHand(string? handName, [NotNullWhen(true)] out GuiHand? foundHand)
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{
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foundHand = null;
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if (handName == null)
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return false;
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foreach (var hand in _hands)
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{
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if (hand.Name == handName)
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foundHand = hand;
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}
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return foundHand != null;
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}
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protected override void FrameUpdate(FrameEventArgs args)
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{
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base.FrameUpdate(args);
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foreach (var hand in _hands)
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{
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_itemSlotManager.UpdateCooldown(hand.HandButton, hand.HeldItem);
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}
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}
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private HandButton MakeHandButton(HandLocation buttonLocation)
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{
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var buttonTextureName = buttonLocation switch
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{
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HandLocation.Right => "hand_r.png",
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_ => "hand_l.png"
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};
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var buttonTexture = _gameHud.GetHudTexture(buttonTextureName);
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return new HandButton(buttonTexture, StorageTexture, buttonTextureName, BlockedTexture, buttonLocation);
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}
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private void UpdateHudTheme(int idx)
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{
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UpdateGui();
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}
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private sealed class HandOrderComparer : IComparer<GuiHand>
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{
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public static readonly HandOrderComparer Instance = new();
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public int Compare(GuiHand? x, GuiHand? y)
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{
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if (ReferenceEquals(x, y)) return 0;
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if (ReferenceEquals(null, y)) return 1;
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if (ReferenceEquals(null, x)) return -1;
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var orderX = Map(x.HandLocation);
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var orderY = Map(y.HandLocation);
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return orderX.CompareTo(orderY);
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static int Map(HandLocation loc)
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{
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return loc switch
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{
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HandLocation.Left => 3,
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HandLocation.Middle => 2,
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HandLocation.Right => 1,
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_ => throw new ArgumentOutOfRangeException(nameof(loc), loc, null)
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};
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}
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}
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}
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}
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/// <summary>
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/// Info on a set of hands to be displayed.
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/// </summary>
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public class HandsGuiState
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{
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/// <summary>
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/// The set of hands to be displayed.
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/// </summary>
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[ViewVariables]
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public GuiHand[] GuiHands { get; }
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/// <summary>
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/// The name of the currently active hand.
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/// </summary>
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[ViewVariables]
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public string? ActiveHand { get; }
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public HandsGuiState(GuiHand[] guiHands, string? activeHand = null)
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{
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GuiHands = guiHands;
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ActiveHand = activeHand;
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}
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}
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/// <summary>
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/// Info on an individual hand to be displayed.
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/// </summary>
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public class GuiHand
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{
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/// <summary>
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/// The name of this hand.
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/// </summary>
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[ViewVariables]
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public string Name { get; }
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/// <summary>
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/// Where this hand is located.
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/// </summary>
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[ViewVariables]
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public HandLocation HandLocation { get; }
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/// <summary>
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/// The item being held in this hand.
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/// </summary>
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[ViewVariables]
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public IEntity? HeldItem { get; }
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/// <summary>
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/// The button in the gui associated with this hand. Assumed to be set by gui shortly after being received from the client HandsComponent.
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/// </summary>
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[ViewVariables]
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public HandButton HandButton { get; set; } = default!;
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public GuiHand(string name, HandLocation handLocation, IEntity? heldItem)
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{
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Name = name;
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HandLocation = handLocation;
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HeldItem = heldItem;
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}
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}
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}
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