* Functioning ECS verbs Currently only ID card console works. * Changed verb types and allow ID card insertions * Verb GUI sorting and verb networking * More networking, and shared components * Clientside verbs work now. * Verb enums changed to bitmask flags * Verb Categories redo * Fix range check * GasTank Verb * Remove unnecessary bodypart verb * Buckle Verb * buckle & unbuckle verbs * Updated range checks * Item cabinet verbs * Add range user override * construction verb * Chemistry machine verbs * Climb Verb * Generalise pulled entity verbs * ViewVariables Verb * rejuvenate, delete, sentient, control verbs * Outfit verb * inrangeunoccluded and tubedirection verbs * attach-to verbs * remove unused verbs and move VV * Rename DebugVerbSystem * Ghost role and pointing verbs * Remove global verbs * Allow verbs to raise events * Changing categories and simplifying debug verbs * Add rotate and flip verbs * fix rejuvenate test * redo context menu * new Add Gas debug verb * Add Set Temperature debug verb * Uncuff verb * Disposal unit verbs * Add pickup verb * lock/unlock verb * Remove verb type, add specific verb events * rename verb messages -> events * Context menu displays verbs by interaction type * Updated context menu HandleMove previously, checked if entities moved 1 tile from click location. Now checks if entities moved out of view. Now you can actually right-click interact with yourself while walking! * Misc Verb menu GUI changes * Fix non-human/ghost verbs * Update types and categories * Allow non-ghost/human to open context menu * configuration verb * tagger verb * Morgue Verbs * Medical Scanner Verbs * Fix solution refactor merge issues * Fix context menu in-view check * Remove prepare GUI * Redo verb restrictions * Fix context menu UI * Disposal Verbs * Spill verb * Light verb * Hand Held light verb * power cell verbs * storage verbs and adding names to insert/eject * Pulling verb * Close context menu on verb execution * Strip verb * AmmoBox verb * fix pull verb * gun barrel verbs revolver verb energy weapon verbs Bolt action verb * Magazine gun barrel verbs * Add charger verbs * PDA verbs * Transfer amount verb * Add reagent verb * make alt-click use ECS verbs * Delete old verb files * Magboot verb * finalising tweaks * context menu visibility changes * code cleanup * Update AdminAddReagentUI.cs * Remove HasFlag * Consistent verb keys * Remove Linq, add comment * Fix in-inventory check * Update GUI text alignment and padding * Added close-menu option * Changed some "interaction" verbs to "activation" * Remove verb keys, use sorted sets * fix master merge * update some verb text * Undo Changes Remove some new verbs that can be added later undid some .ftl bugfixes, can and should be done separately * fix merge * Undo file rename * fix merge * Misc Cleanup * remove contraction * Fix keybinding issue * fix comment * merge fix * fix merge * fix merge * fix merge * fix merge * fix open-close verbs * adjust uncuff verb * fix merge and undo the renaming of SharedPullableComponent to PullableComponent. I'm tired of all of those merge conflicts
185 lines
6.2 KiB
C#
185 lines
6.2 KiB
C#
using System;
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using System.Collections.Generic;
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using Content.Client.Examine;
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using Content.Client.Items.UI;
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using Content.Client.Storage;
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using Content.Client.Verbs;
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using Content.Shared.Cooldown;
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using Content.Shared.Hands.Components;
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using Content.Shared.Input;
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using Content.Shared.Interaction;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.Input;
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using Robust.Client.Player;
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using Robust.Client.UserInterface;
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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.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Timing;
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namespace Content.Client.Items.Managers
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{
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public class ItemSlotManager : IItemSlotManager
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
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[Dependency] private readonly IUserInterfaceManager _uiMgr = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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private readonly HashSet<EntityUid> _highlightEntities = new();
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public event Action<EntitySlotHighlightedEventArgs>? EntityHighlightedUpdated;
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public bool SetItemSlot(ItemSlotButton button, IEntity? entity)
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{
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if (entity == null)
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{
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button.SpriteView.Sprite = null;
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button.StorageButton.Visible = false;
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}
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else
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{
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ISpriteComponent? sprite;
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if (entity.TryGetComponent(out HandVirtualItemComponent? virtPull)
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&& _entityManager.TryGetComponent(virtPull.BlockingEntity, out ISpriteComponent pulledSprite))
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{
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sprite = pulledSprite;
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}
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else if (!entity.TryGetComponent(out sprite))
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{
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return false;
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}
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button.ClearHover();
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button.SpriteView.Sprite = sprite;
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button.StorageButton.Visible = entity.HasComponent<ClientStorageComponent>();
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}
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button.Entity = entity?.Uid ?? default;
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// im lazy
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button.UpdateSlotHighlighted();
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return true;
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}
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public bool OnButtonPressed(GUIBoundKeyEventArgs args, IEntity? item)
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{
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if (item == null)
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return false;
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if (args.Function == ContentKeyFunctions.ExamineEntity)
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{
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_entitySystemManager.GetEntitySystem<ExamineSystem>()
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.DoExamine(item);
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}
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else if (args.Function == ContentKeyFunctions.OpenContextMenu)
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{
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_entitySystemManager.GetEntitySystem<VerbSystem>()
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.OpenVerbMenu(item, _uiMgr.ScreenToUIPosition(args.PointerLocation));
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}
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else if (args.Function == ContentKeyFunctions.ActivateItemInWorld)
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{
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_entityManager.EntityNetManager?.SendSystemNetworkMessage(new InteractInventorySlotEvent(item.Uid, altInteract: false));
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}
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else if (args.Function == ContentKeyFunctions.AltActivateItemInWorld)
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{
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_entityManager.EntityNetManager?.SendSystemNetworkMessage(new InteractInventorySlotEvent(item.Uid, altInteract: true));
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}
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else
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{
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return false;
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}
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args.Handle();
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return true;
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}
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public void UpdateCooldown(ItemSlotButton? button, IEntity? entity)
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{
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var cooldownDisplay = button?.CooldownDisplay;
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if (cooldownDisplay == null)
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{
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return;
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}
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if (entity == null ||
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entity.Deleted ||
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!entity.TryGetComponent(out ItemCooldownComponent? cooldown) ||
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!cooldown.CooldownStart.HasValue ||
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!cooldown.CooldownEnd.HasValue)
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{
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cooldownDisplay.Visible = false;
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return;
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}
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var start = cooldown.CooldownStart.Value;
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var end = cooldown.CooldownEnd.Value;
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var length = (end - start).TotalSeconds;
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var progress = (_gameTiming.CurTime - start).TotalSeconds / length;
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var ratio = (progress <= 1 ? (1 - progress) : (_gameTiming.CurTime - end).TotalSeconds * -5);
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cooldownDisplay.Progress = MathHelper.Clamp((float) ratio, -1, 1);
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cooldownDisplay.Visible = ratio > -1f;
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}
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public void HoverInSlot(ItemSlotButton button, IEntity? entity, bool fits)
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{
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if (entity == null || !button.MouseIsHovering)
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{
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button.ClearHover();
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return;
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}
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if (!entity.HasComponent<SpriteComponent>())
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{
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return;
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}
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// Set green / red overlay at 50% transparency
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var hoverEntity = _entityManager.SpawnEntity("hoverentity", MapCoordinates.Nullspace);
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var hoverSprite = hoverEntity.GetComponent<SpriteComponent>();
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hoverSprite.CopyFrom(entity.GetComponent<SpriteComponent>());
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hoverSprite.Color = fits ? new Color(0, 255, 0, 127) : new Color(255, 0, 0, 127);
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button.HoverSpriteView.Sprite = hoverSprite;
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}
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public bool IsHighlighted(EntityUid uid)
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{
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return _highlightEntities.Contains(uid);
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}
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public void HighlightEntity(EntityUid uid)
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{
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if (!_highlightEntities.Add(uid))
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return;
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EntityHighlightedUpdated?.Invoke(new EntitySlotHighlightedEventArgs(uid, true));
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}
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public void UnHighlightEntity(EntityUid uid)
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{
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if (!_highlightEntities.Remove(uid))
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return;
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EntityHighlightedUpdated?.Invoke(new EntitySlotHighlightedEventArgs(uid, false));
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}
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}
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public readonly struct EntitySlotHighlightedEventArgs
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{
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public EntitySlotHighlightedEventArgs(EntityUid entity, bool newHighlighted)
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{
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Entity = entity;
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NewHighlighted = newHighlighted;
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}
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public EntityUid Entity { get; }
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public bool NewHighlighted { get; }
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}
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}
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