Files
tbd-station-14/Content.Client/Actions/Assignments/ActionAssignments.cs
Leon Friedrich ff7d4ed9f6 Patched Actions Rework (#6899)
* Rejig Actions

* fix merge errors

* lambda-b-gon

* fix PAI, add innate actions

* Revert "fix PAI, add innate actions"

This reverts commit 4b501ac083e979e31ebd98d7b98077e0dbdd344b.

* Just fix by making nullable.

if only require: true actually did something somehow.

* Make AddActions() ensure an actions component

and misc comments

* misc cleanup

* Limit range even when not checking for obstructions

* remove old guardian code

* rename function and make EntityUid nullable

* fix magboot bug

* fix action search menu

* make targeting toggle all equivalent actions

* fix combat popups (enabling <-> disabling)

* fix networking

* Allow action locking

* prevent telepathy
2022-02-25 23:24:08 -06:00

168 lines
6.8 KiB
C#

using Content.Shared.Actions;
using Content.Shared.Actions.ActionTypes;
using System.Linq;
namespace Content.Client.Actions.Assignments
{
/// <summary>
/// Tracks and manages the hotbar assignments for actions.
/// </summary>
[DataDefinition]
public sealed class ActionAssignments
{
// the slots and assignments fields hold client's assignments (what action goes in what slot),
// which are completely client side and independent of what actions they've actually been granted and
// what item the action is actually for.
/// <summary>
/// x = hotbar number, y = slot of that hotbar (index 0 corresponds to the one labeled "1",
/// index 9 corresponds to the one labeled "0"). Essentially the inverse of _assignments.
/// </summary>
private readonly ActionType?[,] _slots;
/// <summary>
/// Hotbar and slot assignment for each action type (slot index 0 corresponds to the one labeled "1",
/// slot index 9 corresponds to the one labeled "0"). The key corresponds to an index in the _slots array.
/// The value is a list because actions can be assigned to multiple slots. Even if an action type has not been granted,
/// it can still be assigned to a slot. Essentially the inverse of _slots.
/// There will be no entry if there is no assignment (no empty lists in this dict)
/// </summary>
[DataField("assignments")]
public readonly Dictionary<ActionType, List<(byte Hotbar, byte Slot)>> Assignments = new();
/// <summary>
/// Actions which have been manually cleared by the user, thus should not
/// auto-populate.
/// </summary>
public readonly SortedSet<ActionType> PreventAutoPopulate = new();
private readonly byte _numHotbars;
private readonly byte _numSlots;
public ActionAssignments(byte numHotbars, byte numSlots)
{
_numHotbars = numHotbars;
_numSlots = numSlots;
_slots = new ActionType?[numHotbars, numSlots];
}
public bool Remove(ActionType action) => Replace(action, null);
internal bool Replace(ActionType action, ActionType? newAction)
{
if (!Assignments.Remove(action, out var assigns))
return false;
if (newAction != null)
Assignments[newAction] = assigns;
foreach (var (bar, slot) in assigns)
{
_slots[bar, slot] = newAction;
}
return true;
}
/// <summary>
/// Assigns the indicated hotbar slot to the specified action type.
/// </summary>
/// <param name="hotbar">hotbar whose slot is being assigned</param>
/// <param name="slot">slot of the hotbar to assign to (0 = the slot labeled 1, 9 = the slot labeled 0)</param>
/// <param name="actionType">action to assign to the slot</param>
public void AssignSlot(byte hotbar, byte slot, ActionType actionType)
{
ClearSlot(hotbar, slot, false);
_slots[hotbar, slot] = actionType;
if (Assignments.TryGetValue(actionType, out var slotList))
{
slotList.Add((hotbar, slot));
}
else
{
var newList = new List<(byte Hotbar, byte Slot)> { (hotbar, slot) };
Assignments[actionType] = newList;
}
}
/// <summary>
/// Clear the assignment from the indicated slot.
/// </summary>
/// <param name="hotbar">hotbar whose slot is being cleared</param>
/// <param name="slot">slot of the hotbar to clear (0 = the slot labeled 1, 9 = the slot labeled 0)</param>
/// <param name="preventAutoPopulate">if true, the action assigned to this slot
/// will be prevented from being auto-populated in the future when it is newly granted.
/// Item actions will automatically be allowed to auto populate again
/// when their associated item are unequipped. This ensures that items that are newly
/// picked up will always present their actions to the user even if they had earlier been cleared.
/// </param>
public void ClearSlot(byte hotbar, byte slot, bool preventAutoPopulate)
{
// remove this particular assignment from our data structures
// (keeping in mind something can be assigned multiple slots)
var currentAction = _slots[hotbar, slot];
if (currentAction == null)
return;
if (preventAutoPopulate)
PreventAutoPopulate.Add(currentAction);
var assignmentList = Assignments[currentAction];
assignmentList = assignmentList.Where(a => a.Hotbar != hotbar || a.Slot != slot).ToList();
if (!assignmentList.Any())
{
Assignments.Remove(currentAction);
}
else
{
Assignments[currentAction] = assignmentList;
}
_slots[hotbar, slot] = null;
}
/// <summary>
/// Finds the next open slot the action can go in and assigns it there,
/// starting from the currently selected hotbar.
/// Does not update any UI elements, only updates the assignment data structures.
/// </summary>
/// <param name="force">if true, will force the assignment to occur
/// regardless of whether this assignment has been prevented from auto population
/// via ClearSlot's preventAutoPopulate parameter. If false, will have no effect
/// if this assignment has been prevented from auto population.</param>
public void AutoPopulate(ActionType toAssign, byte currentHotbar, bool force = true)
{
if (!force && PreventAutoPopulate.Contains(toAssign))
return;
for (byte hotbarOffset = 0; hotbarOffset < _numHotbars; hotbarOffset++)
{
for (byte slot = 0; slot < _numSlots; slot++)
{
var hotbar = (byte) ((currentHotbar + hotbarOffset) % _numHotbars);
var slotAssignment = _slots[hotbar, slot];
if (slotAssignment != null)
continue;
AssignSlot(hotbar, slot, toAssign);
return;
}
}
// there was no empty slot
}
/// <summary>
/// Gets the assignment to the indicated slot if there is one.
/// </summary>
public ActionType? this[in byte hotbar, in byte slot] => _slots[hotbar, slot];
/// <returns>true if we have the assignment assigned to some slot</returns>
public bool HasAssignment(ActionType assignment)
{
return Assignments.ContainsKey(assignment);
}
}
}