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- using Content.Client.Gameplay;
- using Content.Client.Hands.Systems;
- using Content.Client.UserInterface.Controls;
- using Content.Client.UserInterface.Systems.Hands.Controls;
- using Content.Client.UserInterface.Systems.Hotbar.Widgets;
- using Content.Shared.Hands.Components;
- using Content.Shared.Input;
- using Content.Shared.Inventory.VirtualItem;
- using Content.Shared.Timing;
- using Robust.Client.Player;
- using Robust.Client.UserInterface;
- using Robust.Client.UserInterface.Controllers;
- using Robust.Shared.Input;
- using Robust.Shared.Timing;
- using Robust.Shared.Utility;
- namespace Content.Client.UserInterface.Systems.Hands;
- public sealed class HandsUIController : UIController, IOnStateEntered<GameplayState>, IOnSystemChanged<HandsSystem>
- {
- [Dependency] private readonly IEntityManager _entities = default!;
- [Dependency] private readonly IPlayerManager _player = default!;
- [UISystemDependency] private readonly HandsSystem _handsSystem = default!;
- [UISystemDependency] private readonly UseDelaySystem _useDelay = default!;
- private readonly List<HandsContainer> _handsContainers = new();
- private readonly Dictionary<string, int> _handContainerIndices = new();
- private readonly Dictionary<string, HandButton> _handLookup = new();
- private HandsComponent? _playerHandsComponent;
- private HandButton? _activeHand = null;
- // We only have two item status controls (left and right hand),
- // but we may have more than two hands.
- // We handle this by having the item status be the *last active* hand of that side.
- // These variables store which that is.
- // ("middle" hands are hardcoded as right, whatever)
- private HandButton? _statusHandLeft;
- private HandButton? _statusHandRight;
- private int _backupSuffix = 0; //this is used when autogenerating container names if they don't have names
- private HotbarGui? HandsGui => UIManager.GetActiveUIWidgetOrNull<HotbarGui>();
- public void OnSystemLoaded(HandsSystem system)
- {
- _handsSystem.OnPlayerAddHand += OnAddHand;
- _handsSystem.OnPlayerItemAdded += OnItemAdded;
- _handsSystem.OnPlayerItemRemoved += OnItemRemoved;
- _handsSystem.OnPlayerSetActiveHand += SetActiveHand;
- _handsSystem.OnPlayerRemoveHand += RemoveHand;
- _handsSystem.OnPlayerHandsAdded += LoadPlayerHands;
- _handsSystem.OnPlayerHandsRemoved += UnloadPlayerHands;
- _handsSystem.OnPlayerHandBlocked += HandBlocked;
- _handsSystem.OnPlayerHandUnblocked += HandUnblocked;
- }
- public void OnSystemUnloaded(HandsSystem system)
- {
- _handsSystem.OnPlayerAddHand -= OnAddHand;
- _handsSystem.OnPlayerItemAdded -= OnItemAdded;
- _handsSystem.OnPlayerItemRemoved -= OnItemRemoved;
- _handsSystem.OnPlayerSetActiveHand -= SetActiveHand;
- _handsSystem.OnPlayerRemoveHand -= RemoveHand;
- _handsSystem.OnPlayerHandsAdded -= LoadPlayerHands;
- _handsSystem.OnPlayerHandsRemoved -= UnloadPlayerHands;
- _handsSystem.OnPlayerHandBlocked -= HandBlocked;
- _handsSystem.OnPlayerHandUnblocked -= HandUnblocked;
- }
- private void OnAddHand(string name, HandLocation location)
- {
- AddHand(name, location);
- }
- private void HandPressed(GUIBoundKeyEventArgs args, SlotControl hand)
- {
- if (_playerHandsComponent == null)
- {
- return;
- }
- if (args.Function == EngineKeyFunctions.UIClick)
- {
- _handsSystem.UIHandClick(_playerHandsComponent, hand.SlotName);
- args.Handle();
- }
- else if (args.Function == EngineKeyFunctions.UseSecondary)
- {
- _handsSystem.UIHandOpenContextMenu(hand.SlotName);
- args.Handle();
- }
- else if (args.Function == ContentKeyFunctions.ActivateItemInWorld)
- {
- _handsSystem.UIHandActivate(hand.SlotName);
- args.Handle();
- }
- else if (args.Function == ContentKeyFunctions.AltActivateItemInWorld)
- {
- _handsSystem.UIHandAltActivateItem(hand.SlotName);
- args.Handle();
- }
- else if (args.Function == ContentKeyFunctions.ExamineEntity)
- {
- _handsSystem.UIInventoryExamine(hand.SlotName);
- args.Handle();
- }
- }
- private void UnloadPlayerHands()
- {
- if (HandsGui != null)
- HandsGui.Visible = false;
- _handContainerIndices.Clear();
- _handLookup.Clear();
- _playerHandsComponent = null;
- foreach (var container in _handsContainers)
- {
- container.Clear();
- }
- }
- private void LoadPlayerHands(HandsComponent handsComp)
- {
- DebugTools.Assert(_playerHandsComponent == null);
- if (HandsGui != null)
- HandsGui.Visible = true;
- _playerHandsComponent = handsComp;
- foreach (var (name, hand) in handsComp.Hands)
- {
- var handButton = AddHand(name, hand.Location);
- if (_entities.TryGetComponent(hand.HeldEntity, out VirtualItemComponent? virt))
- {
- handButton.SetEntity(virt.BlockingEntity);
- handButton.Blocked = true;
- }
- else
- {
- handButton.SetEntity(hand.HeldEntity);
- handButton.Blocked = false;
- }
- }
- var activeHand = handsComp.ActiveHand;
- if (activeHand == null)
- return;
- SetActiveHand(activeHand.Name);
- }
- private void HandBlocked(string handName)
- {
- if (!_handLookup.TryGetValue(handName, out var hand))
- {
- return;
- }
- hand.Blocked = true;
- }
- private void HandUnblocked(string handName)
- {
- if (!_handLookup.TryGetValue(handName, out var hand))
- {
- return;
- }
- hand.Blocked = false;
- }
- private int GetHandContainerIndex(string containerName)
- {
- if (!_handContainerIndices.TryGetValue(containerName, out var result))
- return -1;
- return result;
- }
- private void OnItemAdded(string name, EntityUid entity)
- {
- var hand = GetHand(name);
- if (hand == null)
- return;
- if (_entities.TryGetComponent(entity, out VirtualItemComponent? virt))
- {
- hand.SetEntity(virt.BlockingEntity);
- hand.Blocked = true;
- }
- else
- {
- hand.SetEntity(entity);
- hand.Blocked = false;
- }
- UpdateHandStatus(hand, entity);
- }
- private void OnItemRemoved(string name, EntityUid entity)
- {
- var hand = GetHand(name);
- if (hand == null)
- return;
- hand.SetEntity(null);
- UpdateHandStatus(hand, null);
- }
- private HandsContainer GetFirstAvailableContainer()
- {
- if (_handsContainers.Count == 0)
- throw new Exception("Could not find an attached hand hud container");
- foreach (var container in _handsContainers)
- {
- if (container.IsFull)
- continue;
- return container;
- }
- throw new Exception("All attached hand hud containers were full!");
- }
- public bool TryGetHandContainer(string containerName, out HandsContainer? container)
- {
- container = null;
- var containerIndex = GetHandContainerIndex(containerName);
- if (containerIndex == -1)
- return false;
- container = _handsContainers[containerIndex];
- return true;
- }
- //propagate hand activation to the hand system.
- private void StorageActivate(GUIBoundKeyEventArgs args, SlotControl handControl)
- {
- _handsSystem.UIHandActivate(handControl.SlotName);
- }
- private void SetActiveHand(string? handName)
- {
- if (handName == null)
- {
- if (_activeHand != null)
- _activeHand.Highlight = false;
- return;
- }
- if (!_handLookup.TryGetValue(handName, out var handControl) || handControl == _activeHand)
- return;
- if (_activeHand != null)
- _activeHand.Highlight = false;
- handControl.Highlight = true;
- _activeHand = handControl;
- if (HandsGui != null &&
- _playerHandsComponent != null &&
- _player.LocalSession?.AttachedEntity is { } playerEntity &&
- _handsSystem.TryGetHand(playerEntity, handName, out var hand, _playerHandsComponent))
- {
- var foldedLocation = hand.Location.GetUILocation();
- if (foldedLocation == HandUILocation.Left)
- {
- _statusHandLeft = handControl;
- HandsGui.UpdatePanelEntityLeft(hand.HeldEntity);
- }
- else
- {
- // Middle or right
- _statusHandRight = handControl;
- HandsGui.UpdatePanelEntityRight(hand.HeldEntity);
- }
- HandsGui.SetHighlightHand(foldedLocation);
- }
- }
- private HandButton? GetHand(string handName)
- {
- _handLookup.TryGetValue(handName, out var handControl);
- return handControl;
- }
- private HandButton AddHand(string handName, HandLocation location)
- {
- var button = new HandButton(handName, location);
- button.StoragePressed += StorageActivate;
- button.Pressed += HandPressed;
- if (!_handLookup.TryAdd(handName, button))
- throw new Exception("Tried to add hand with duplicate name to UI. Name:" + handName);
- if (HandsGui != null)
- {
- HandsGui.HandContainer.AddButton(button);
- }
- else
- {
- GetFirstAvailableContainer().AddButton(button);
- }
- // If we don't have a status for this hand type yet, set it.
- // This means we have status filled by default in most scenarios,
- // otherwise the user'd need to switch hands to "activate" the hands the first time.
- if (location.GetUILocation() == HandUILocation.Left)
- _statusHandLeft ??= button;
- else
- _statusHandRight ??= button;
- UpdateVisibleStatusPanels();
- return button;
- }
- /// <summary>
- /// Reload all hands.
- /// </summary>
- public void ReloadHands()
- {
- UnloadPlayerHands();
- _handsSystem.ReloadHandButtons();
- }
- /// <summary>
- /// Swap hands from one container to the other.
- /// </summary>
- /// <param name="other"></param>
- /// <param name="source"></param>
- public void SwapHands(HandsContainer other, HandsContainer? source = null)
- {
- if (HandsGui == null && source == null)
- {
- throw new ArgumentException("Cannot swap hands if no source hand container exists!");
- }
- source ??= HandsGui!.HandContainer;
- var transfer = new List<Control>();
- foreach (var child in source.Children)
- {
- if (child is not HandButton)
- {
- continue;
- }
- transfer.Add(child);
- }
- foreach (var control in transfer)
- {
- source.RemoveChild(control);
- other.AddChild(control);
- }
- }
- private void RemoveHand(string handName)
- {
- RemoveHand(handName, out _);
- }
- private bool RemoveHand(string handName, out HandButton? handButton)
- {
- if (!_handLookup.TryGetValue(handName, out handButton))
- return false;
- if (handButton.Parent is HandsContainer handContainer)
- {
- handContainer.RemoveButton(handButton);
- }
- if (_statusHandLeft == handButton)
- _statusHandLeft = null;
- if (_statusHandRight == handButton)
- _statusHandRight = null;
- _handLookup.Remove(handName);
- handButton.Dispose();
- UpdateVisibleStatusPanels();
- return true;
- }
- private void UpdateVisibleStatusPanels()
- {
- var leftVisible = false;
- var rightVisible = false;
- foreach (var hand in _handLookup.Values)
- {
- if (hand.HandLocation.GetUILocation() == HandUILocation.Left)
- {
- leftVisible = true;
- }
- else
- {
- rightVisible = true;
- }
- }
- HandsGui?.UpdateStatusVisibility(leftVisible, rightVisible);
- }
- public string RegisterHandContainer(HandsContainer handContainer)
- {
- var name = "HandContainer_" + _backupSuffix;
- if (handContainer.Indexer == null)
- {
- handContainer.Indexer = name;
- _backupSuffix++;
- }
- else
- {
- name = handContainer.Indexer;
- }
- _handContainerIndices.Add(name, _handsContainers.Count);
- _handsContainers.Add(handContainer);
- return name;
- }
- public bool RemoveHandContainer(string handContainerName)
- {
- var index = GetHandContainerIndex(handContainerName);
- if (index == -1)
- return false;
- _handContainerIndices.Remove(handContainerName);
- _handsContainers.RemoveAt(index);
- return true;
- }
- public bool RemoveHandContainer(string handContainerName, out HandsContainer? container)
- {
- var success = _handContainerIndices.TryGetValue(handContainerName, out var index);
- container = _handsContainers[index];
- _handContainerIndices.Remove(handContainerName);
- _handsContainers.RemoveAt(index);
- return success;
- }
- public void OnStateEntered(GameplayState state)
- {
- if (HandsGui != null)
- HandsGui.Visible = _playerHandsComponent != null;
- }
- public override void FrameUpdate(FrameEventArgs args)
- {
- base.FrameUpdate(args);
- // TODO this should be event based but 2 systems modify the same component differently for some reason
- foreach (var container in _handsContainers)
- {
- foreach (var hand in container.GetButtons())
- {
- if (!_entities.TryGetComponent(hand.Entity, out UseDelayComponent? useDelay))
- {
- hand.CooldownDisplay.Visible = false;
- continue;
- }
- var delay = _useDelay.GetLastEndingDelay((hand.Entity.Value, useDelay));
- hand.CooldownDisplay.Visible = true;
- hand.CooldownDisplay.FromTime(delay.StartTime, delay.EndTime);
- }
- }
- }
- private void UpdateHandStatus(HandButton hand, EntityUid? entity)
- {
- if (hand == _statusHandLeft)
- HandsGui?.UpdatePanelEntityLeft(entity);
- if (hand == _statusHandRight)
- HandsGui?.UpdatePanelEntityRight(entity);
- }
- }
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