* 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
531 lines
19 KiB
C#
531 lines
19 KiB
C#
using System;
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using Content.Client.Cooldown;
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using Content.Client.Stylesheets;
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using Content.Shared.Actions;
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using Content.Shared.Actions.ActionTypes;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.Utility;
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using Robust.Shared.Input;
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using Robust.Shared.Timing;
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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.Actions.UI
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{
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/// <summary>
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/// A slot in the action hotbar. Not extending BaseButton because
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/// its needs diverged too much.
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/// </summary>
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public sealed class ActionSlot : PanelContainer
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{
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// shorter than default tooltip delay so user can more easily
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// see what actions they've been given
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private const float CustomTooltipDelay = 0.5f;
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private static readonly string EnabledColor = "#7b7e9e";
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private static readonly string DisabledColor = "#950000";
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/// <summary>
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/// Current action in this slot.
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/// </summary>
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public ActionType? Action { get; private set; }
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/// <summary>
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/// 1-10 corresponding to the number label on the slot (10 is labeled as 0)
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/// </summary>
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private byte SlotNumber => (byte) (SlotIndex + 1);
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public byte SlotIndex { get; }
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private readonly IGameTiming _gameTiming;
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private readonly RichTextLabel _number;
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private readonly TextureRect _bigActionIcon;
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private readonly TextureRect _smallActionIcon;
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private readonly SpriteView _smallItemSpriteView;
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private readonly SpriteView _bigItemSpriteView;
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private readonly CooldownGraphic _cooldownGraphic;
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private readonly ActionsUI _actionsUI;
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private readonly ActionMenu _actionMenu;
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// whether button is currently pressed down by mouse or keybind down.
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private bool _depressed;
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private bool _beingHovered;
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/// <summary>
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/// Creates an action slot for the specified number
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/// </summary>
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/// <param name="slotIndex">slot index this corresponds to, 0-9 (0 labeled as 1, 8, labeled "9", 9 labeled as "0".</param>
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public ActionSlot(ActionsUI actionsUI, ActionMenu actionMenu, byte slotIndex)
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{
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_actionsUI = actionsUI;
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_actionMenu = actionMenu;
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_gameTiming = IoCManager.Resolve<IGameTiming>();
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SlotIndex = slotIndex;
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MouseFilter = MouseFilterMode.Stop;
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MinSize = (64, 64);
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VerticalAlignment = VAlignment.Top;
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TooltipDelay = CustomTooltipDelay;
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TooltipSupplier = SupplyTooltip;
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_number = new RichTextLabel
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{
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StyleClasses = {StyleNano.StyleClassHotbarSlotNumber}
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};
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_number.SetMessage(SlotNumberLabel());
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_bigActionIcon = new TextureRect
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{
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HorizontalExpand = true,
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VerticalExpand = true,
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Stretch = TextureRect.StretchMode.Scale,
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Visible = false
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};
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_bigItemSpriteView = new SpriteView
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{
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HorizontalExpand = true,
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VerticalExpand = true,
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Scale = (2,2),
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Visible = false,
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OverrideDirection = Direction.South,
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};
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_smallActionIcon = new TextureRect
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{
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HorizontalAlignment = HAlignment.Right,
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VerticalAlignment = VAlignment.Bottom,
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Stretch = TextureRect.StretchMode.Scale,
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Visible = false
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};
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_smallItemSpriteView = new SpriteView
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{
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HorizontalAlignment = HAlignment.Right,
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VerticalAlignment = VAlignment.Bottom,
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Visible = false,
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OverrideDirection = Direction.South,
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};
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_cooldownGraphic = new CooldownGraphic {Progress = 0, Visible = false};
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// padding to the left of the number to shift it right
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var paddingBox = new BoxContainer
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{
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Orientation = LayoutOrientation.Horizontal,
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HorizontalExpand = true,
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VerticalExpand = true,
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MinSize = (64, 64)
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};
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paddingBox.AddChild(new Control()
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{
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MinSize = (4, 4),
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});
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paddingBox.AddChild(_number);
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// padding to the left of the small icon
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var paddingBoxItemIcon = new BoxContainer
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{
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Orientation = LayoutOrientation.Horizontal,
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HorizontalExpand = true,
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VerticalExpand = true,
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MinSize = (64, 64)
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};
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paddingBoxItemIcon.AddChild(new Control()
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{
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MinSize = (32, 32),
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});
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paddingBoxItemIcon.AddChild(new Control
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{
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Children =
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{
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_smallActionIcon,
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_smallItemSpriteView
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}
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});
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AddChild(_bigActionIcon);
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AddChild(_bigItemSpriteView);
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AddChild(_cooldownGraphic);
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AddChild(paddingBox);
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AddChild(paddingBoxItemIcon);
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DrawModeChanged();
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}
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private Control? SupplyTooltip(Control sender)
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{
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if (Action == null)
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return null;
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string? extra = null;
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if (Action.Charges != null)
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{
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extra = Loc.GetString("ui-actionslot-charges", ("charges", Action.Charges));
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}
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var name = FormattedMessage.FromMarkupPermissive(Loc.GetString(Action.Name));
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var decr = FormattedMessage.FromMarkupPermissive(Loc.GetString(Action.Description));
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var tooltip = new ActionAlertTooltip(name, decr, extra);
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if (Action.Enabled && (Action.Charges == null || Action.Charges != 0))
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tooltip.Cooldown = Action.Cooldown;
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return tooltip;
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}
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protected override void MouseEntered()
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{
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base.MouseEntered();
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_beingHovered = true;
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DrawModeChanged();
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if (Action?.Provider != null)
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_actionsUI.System.HighlightItemSlot(Action.Provider.Value);
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}
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protected override void MouseExited()
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{
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base.MouseExited();
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_beingHovered = false;
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CancelPress();
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DrawModeChanged();
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_actionsUI.System.StopHighlightingItemSlot();
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}
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protected override void KeyBindDown(GUIBoundKeyEventArgs args)
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{
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base.KeyBindDown(args);
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if (Action == null)
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{
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// No action for this slot. Maybe the user is trying to add a mapping action?
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_actionsUI.System.TryFillSlot(_actionsUI.SelectedHotbar, SlotIndex);
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return;
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}
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// only handle clicks, and can't do anything to this if no assignment
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if (args.Function == EngineKeyFunctions.UIClick)
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{
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// might turn into a drag or a full press if released
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Depress(true);
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_actionsUI.DragDropHelper.MouseDown(this);
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DrawModeChanged();
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return;
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}
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if (args.Function != EngineKeyFunctions.UIRightClick || _actionsUI.Locked)
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return;
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if (_actionsUI.DragDropHelper.IsDragging || _actionMenu.IsDragging)
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return;
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// user right clicked on an action slot, so we clear it.
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_actionsUI.System.Assignments.ClearSlot(_actionsUI.SelectedHotbar, SlotIndex, true);
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// If this was a temporary action, and it is no longer assigned to any slots, then we remove the action
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// altogether.
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if (Action.Temporary)
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{
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// Theres probably a better way to do this.....
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DebugTools.Assert(Action.ClientExclusive, "Temporary-actions must be client exclusive");
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if (!_actionsUI.System.Assignments.Assignments.TryGetValue(Action, out var index)
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|| index.Count == 0)
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{
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_actionsUI.Component.Actions.Remove(Action);
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}
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}
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_actionsUI.StopTargeting();
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_actionsUI.UpdateUI();
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}
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protected override void KeyBindUp(GUIBoundKeyEventArgs args)
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{
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base.KeyBindUp(args);
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if (args.Function != EngineKeyFunctions.UIClick)
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return;
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// might be finishing a drag or using the action
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if (_actionsUI.DragDropHelper.IsDragging &&
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_actionsUI.DragDropHelper.Dragged == this &&
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UserInterfaceManager.CurrentlyHovered is ActionSlot targetSlot &&
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targetSlot != this)
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{
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// finish the drag, swap the 2 slots
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var fromIdx = SlotIndex;
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var fromAssignment = _actionsUI.System.Assignments[_actionsUI.SelectedHotbar, fromIdx];
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var toIdx = targetSlot.SlotIndex;
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var toAssignment = _actionsUI.System.Assignments[_actionsUI.SelectedHotbar, toIdx];
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if (fromIdx == toIdx) return;
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if (fromAssignment == null) return;
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_actionsUI.System.Assignments.AssignSlot(_actionsUI.SelectedHotbar, toIdx, fromAssignment);
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if (toAssignment != null)
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{
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_actionsUI.System.Assignments.AssignSlot(_actionsUI.SelectedHotbar, fromIdx, toAssignment);
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}
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else
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{
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_actionsUI.System.Assignments.ClearSlot(_actionsUI.SelectedHotbar, fromIdx, false);
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}
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_actionsUI.UpdateUI();
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}
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else
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{
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// perform the action
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if (UserInterfaceManager.CurrentlyHovered == this)
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{
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Depress(false);
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}
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}
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_actionsUI.DragDropHelper.EndDrag();
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DrawModeChanged();
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}
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protected override void ControlFocusExited()
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{
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// lost focus for some reason, cancel the drag if there is one.
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base.ControlFocusExited();
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_actionsUI.DragDropHelper.EndDrag();
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DrawModeChanged();
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}
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/// <summary>
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/// Cancel current press without triggering the action
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/// </summary>
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public void CancelPress()
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{
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_depressed = false;
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DrawModeChanged();
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}
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/// <summary>
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/// Press this button down. If it was depressed and now set to not depressed, will
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/// trigger the action.
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/// </summary>
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public void Depress(bool depress)
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{
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// action can still be toggled if it's allowed to stay selected
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if (Action == null || !Action.Enabled) return;
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if (_depressed && !depress)
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{
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// fire the action
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_actionsUI.System.OnSlotPressed(this);
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}
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_depressed = depress;
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}
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/// <summary>
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/// Updates the item action assigned to this slot, tied to a specific item.
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/// </summary>
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/// <param name="action">action to assign</param>
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/// <param name="item">item the action is provided by</param>
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public void Assign(ActionType action)
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{
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// already assigned
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if (Action != null && Action == action) return;
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Action = action;
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HideTooltip();
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UpdateIcons();
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DrawModeChanged();
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_number.SetMessage(SlotNumberLabel());
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}
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/// <summary>
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/// Clears the action assigned to this slot
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/// </summary>
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public void Clear()
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{
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if (Action == null) return;
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Action = null;
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_depressed = false;
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HideTooltip();
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UpdateIcons();
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DrawModeChanged();
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_number.SetMessage(SlotNumberLabel());
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}
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/// <summary>
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/// Display the action in this slot (if there is one) as enabled
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/// </summary>
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public void Enable()
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{
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DrawModeChanged();
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_number.SetMessage(SlotNumberLabel());
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}
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/// <summary>
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/// Display the action in this slot (if there is one) as disabled.
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/// The slot is still clickable.
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/// </summary>
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public void Disable()
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{
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_depressed = false;
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DrawModeChanged();
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_number.SetMessage(SlotNumberLabel());
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}
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private FormattedMessage SlotNumberLabel()
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{
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if (SlotNumber > 10) return FormattedMessage.FromMarkup("");
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var number = Loc.GetString(SlotNumber == 10 ? "0" : SlotNumber.ToString());
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var color = (Action == null || Action.Enabled) ? EnabledColor : DisabledColor;
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return FormattedMessage.FromMarkup("[color=" + color + "]" + number + "[/color]");
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}
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public void UpdateIcons()
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{
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UpdateItemIcon();
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if (Action == null)
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{
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SetActionIcon(null);
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return;
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}
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if ((_actionsUI.SelectingTargetFor?.Action == Action || Action.Toggled) && Action.IconOn != null)
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SetActionIcon(Action.IconOn.Frame0());
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else
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SetActionIcon(Action.Icon?.Frame0());
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}
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private void SetActionIcon(Texture? texture)
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{
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if (texture == null || Action == null)
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{
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_bigActionIcon.Texture = null;
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_bigActionIcon.Visible = false;
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_smallActionIcon.Texture = null;
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_smallActionIcon.Visible = false;
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}
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else if (Action.Provider != null && Action.ItemIconStyle == ItemActionIconStyle.BigItem)
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{
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_smallActionIcon.Texture = texture;
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_smallActionIcon.Modulate = Action.IconColor;
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_smallActionIcon.Visible = true;
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_bigActionIcon.Texture = null;
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_bigActionIcon.Visible = false;
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}
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else
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{
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_bigActionIcon.Texture = texture;
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_bigActionIcon.Modulate = Action.IconColor;
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_bigActionIcon.Visible = true;
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_smallActionIcon.Texture = null;
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_smallActionIcon.Visible = false;
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}
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}
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private void UpdateItemIcon()
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{
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if (Action?.Provider == null || !IoCManager.Resolve<IEntityManager>().TryGetComponent(Action.Provider.Value, out SpriteComponent sprite))
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{
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_bigItemSpriteView.Visible = false;
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_bigItemSpriteView.Sprite = null;
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_smallItemSpriteView.Visible = false;
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_smallItemSpriteView.Sprite = null;
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}
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else
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{
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switch (Action.ItemIconStyle)
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{
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case ItemActionIconStyle.BigItem:
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_bigItemSpriteView.Visible = true;
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_bigItemSpriteView.Sprite = sprite;
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_smallItemSpriteView.Visible = false;
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_smallItemSpriteView.Sprite = null;
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break;
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case ItemActionIconStyle.BigAction:
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_bigItemSpriteView.Visible = false;
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_bigItemSpriteView.Sprite = null;
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_smallItemSpriteView.Visible = true;
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_smallItemSpriteView.Sprite = sprite;
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break;
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case ItemActionIconStyle.NoItem:
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_bigItemSpriteView.Visible = false;
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_bigItemSpriteView.Sprite = null;
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_smallItemSpriteView.Visible = false;
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_smallItemSpriteView.Sprite = null;
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break;
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}
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}
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}
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public void DrawModeChanged()
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{
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// always show the normal empty button style if no action in this slot
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if (Action == null)
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{
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SetOnlyStylePseudoClass(ContainerButton.StylePseudoClassNormal);
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return;
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}
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// show a hover only if the action is usable or another action is being dragged on top of this
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if (_beingHovered && (_actionsUI.DragDropHelper.IsDragging || _actionMenu.IsDragging || Action.Enabled))
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{
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SetOnlyStylePseudoClass(ContainerButton.StylePseudoClassHover);
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}
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// it's only depress-able if it's usable, so if we're depressed
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// show the depressed style
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if (_depressed)
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{
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SetOnlyStylePseudoClass(ContainerButton.StylePseudoClassPressed);
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return;
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}
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// if it's toggled on, always show the toggled on style (currently same as depressed style)
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if (Action.Toggled || _actionsUI.SelectingTargetFor == this)
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{
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// when there's a toggle sprite, we're showing that sprite instead of highlighting this slot
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SetOnlyStylePseudoClass(Action.IconOn != null ? ContainerButton.StylePseudoClassNormal :
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ContainerButton.StylePseudoClassPressed);
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return;
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}
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if (!Action.Enabled)
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{
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SetOnlyStylePseudoClass(ContainerButton.StylePseudoClassDisabled);
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return;
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}
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SetOnlyStylePseudoClass(ContainerButton.StylePseudoClassNormal);
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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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if (Action == null || Action.Cooldown == null || !Action.Enabled)
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{
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_cooldownGraphic.Visible = false;
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_cooldownGraphic.Progress = 0;
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return;
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}
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var cooldown = Action.Cooldown.Value;
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var duration = cooldown.End - cooldown.Start;
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var curTime = _gameTiming.CurTime;
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var length = duration.TotalSeconds;
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var progress = (curTime - cooldown.Start).TotalSeconds / length;
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var ratio = (progress <= 1 ? (1 - progress) : (curTime - cooldown.End).TotalSeconds * -5);
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_cooldownGraphic.Progress = MathHelper.Clamp((float)ratio, -1, 1);
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if (ratio > -1f)
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_cooldownGraphic.Visible = true;
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else
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{
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_cooldownGraphic.Visible = false;
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Action.Cooldown = null;
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DrawModeChanged();
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}
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}
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}
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}
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