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wwdpublic/Content.Client/Inventory/StrippableBoundUserInterface.cs
sleepyyapril 885ee5a831 Wizmerge for Station AI (#1351)
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# Description

the adding AI is now up to y'all because i'm not touching loadout code
for name datasets, but it shouldn't be too bad from here

---------

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(cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
2025-01-14 00:13:42 +03:00

250 lines
9.2 KiB
C#

using System.Linq;
using System.Numerics;
using Content.Client.Examine;
using Content.Client.Strip;
using Content.Client.Stylesheets;
using Content.Client.UserInterface.Controls;
using Content.Client.UserInterface.Systems.Hands.Controls;
using Content.Client.Verbs.UI;
using Content.Shared.Cuffs;
using Content.Shared.Cuffs.Components;
using Content.Shared.Ensnaring.Components;
using Content.Shared.Hands.Components;
using Content.Shared.IdentityManagement;
using Content.Shared.Input;
using Content.Shared.Inventory;
using Content.Shared.Inventory.VirtualItem;
using Content.Shared.Strip.Components;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Client.Player;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Client.Player;
using Robust.Shared.Input;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using static Content.Client.Inventory.ClientInventorySystem;
using static Robust.Client.UserInterface.Control;
namespace Content.Client.Inventory
{
[UsedImplicitly]
public sealed class StrippableBoundUserInterface : BoundUserInterface
{
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly IUserInterfaceManager _ui = default!;
private readonly ExamineSystem _examine;
private readonly InventorySystem _inv;
private readonly SharedCuffableSystem _cuffable;
private readonly StrippableSystem _strippable;
[ViewVariables]
private const int ButtonSeparation = 4;
[ViewVariables]
public const string HiddenPocketEntityId = "StrippingHiddenEntity";
[ViewVariables]
private StrippingMenu? _strippingMenu;
[ViewVariables]
private readonly EntityUid _virtualHiddenEntity;
public StrippableBoundUserInterface(EntityUid owner, Enum uiKey) : base(owner, uiKey)
{
_examine = EntMan.System<ExamineSystem>();
_inv = EntMan.System<InventorySystem>();
_cuffable = EntMan.System<SharedCuffableSystem>();
_strippable = EntMan.System<StrippableSystem>();
_virtualHiddenEntity = EntMan.SpawnEntity(HiddenPocketEntityId, MapCoordinates.Nullspace);
}
protected override void Open()
{
base.Open();
_strippingMenu = this.CreateWindow<StrippingMenu>();
_strippingMenu.OnDirty += UpdateMenu;
_strippingMenu.Title = Loc.GetString("strippable-bound-user-interface-stripping-menu-title", ("ownerName", Identity.Name(Owner, EntMan)));
_strippingMenu?.OpenCenteredLeft();
}
protected override void Dispose(bool disposing)
{
if (!disposing)
return;
if (_strippingMenu != null)
_strippingMenu.OnDirty -= UpdateMenu;
EntMan.DeleteEntity(_virtualHiddenEntity);
base.Dispose(disposing);
}
public void DirtyMenu()
{
if (_strippingMenu != null)
_strippingMenu.Dirty = true;
}
public void UpdateMenu()
{
if (_strippingMenu == null)
return;
_strippingMenu.ClearButtons();
if (EntMan.TryGetComponent<InventoryComponent>(Owner, out var inv))
{
foreach (var slot in inv.Slots)
{
AddInventoryButton(Owner, slot.Name, inv);
}
}
if (EntMan.TryGetComponent<HandsComponent>(Owner, out var handsComp))
{
// good ol hands shit code. there is a GuiHands comparer that does the same thing... but these are hands
// and not gui hands... which are different...
foreach (var hand in handsComp.Hands.Values)
{
if (hand.Location != HandLocation.Right)
continue;
AddHandButton(hand);
}
foreach (var hand in handsComp.Hands.Values)
{
if (hand.Location != HandLocation.Middle)
continue;
AddHandButton(hand);
}
foreach (var hand in handsComp.Hands.Values)
{
if (hand.Location != HandLocation.Left)
continue;
AddHandButton(hand);
}
}
// snare-removal button. This is just the old button before the change to item slots. It is pretty out of place.
if (EntMan.TryGetComponent<EnsnareableComponent>(Owner, out var snare) && snare.IsEnsnared)
{
var button = new Button()
{
Text = Loc.GetString("strippable-bound-user-interface-stripping-menu-ensnare-button"),
StyleClasses = { StyleBase.ButtonOpenRight }
};
button.OnPressed += (_) => SendMessage(new StrippingEnsnareButtonPressed());
_strippingMenu.SnareContainer.AddChild(button);
}
// TODO fix layout container measuring (its broken atm).
// _strippingMenu.InvalidateMeasure();
// _strippingMenu.Contents.Measure(Vector2Helpers.Infinity);
// TODO allow windows to resize based on content's desired size
// for now: shit-code
// this breaks for drones (too many hands, lots of empty vertical space), and looks shit for monkeys and the like.
// but the window is realizable, so eh.
_strippingMenu.SetSize = new Vector2(220, snare?.IsEnsnared == true ? 550 : 530);
}
private void AddHandButton(Hand hand)
{
var button = new HandButton(hand.Name, hand.Location);
button.Pressed += SlotPressed;
if (EntMan.TryGetComponent<VirtualItemComponent>(hand.HeldEntity, out var virt))
{
button.Blocked = true;
if (EntMan.TryGetComponent<CuffableComponent>(Owner, out var cuff) && _cuffable.GetAllCuffs(cuff).Contains(virt.BlockingEntity))
button.BlockedRect.MouseFilter = MouseFilterMode.Ignore;
}
UpdateEntityIcon(button, hand.HeldEntity);
_strippingMenu!.HandsContainer.AddChild(button);
}
private void SlotPressed(GUIBoundKeyEventArgs ev, SlotControl slot)
{
// TODO: allow other interactions? Verbs? But they should then generate a pop-up and/or have a delay so the
// user that is being stripped can prevent the verbs from being exectuted.
// So for now: only stripping & examining
if (ev.Function == EngineKeyFunctions.Use)
{
SendMessage(new StrippingSlotButtonPressed(slot.SlotName, slot is HandButton));
return;
}
if (slot.Entity == null)
return;
if (ev.Function == ContentKeyFunctions.ExamineEntity)
_examine.DoExamine(slot.Entity.Value);
else if (ev.Function == EngineKeyFunctions.UseSecondary)
_ui.GetUIController<VerbMenuUIController>().OpenVerbMenu(slot.Entity.Value);
}
private void AddInventoryButton(EntityUid invUid, string slotId, InventoryComponent inv)
{
if (!_inv.TryGetSlotContainer(invUid, slotId, out var container, out var slotDef, inv))
return;
var entity = container.ContainedEntity;
// If this is a full pocket, obscure the real entity
// this does not work for modified clients because they are still sent the real entity
if (entity != null
&& _strippable.IsStripHidden(slotDef, _player.LocalEntity)
&& !(EntMan.TryGetComponent<ThievingComponent>(PlayerManager.LocalEntity, out var thiefComponent)
&& thiefComponent.IgnoreStripHidden))
entity = _virtualHiddenEntity;
var button = new SlotButton(new SlotData(slotDef, container));
button.Pressed += SlotPressed;
_strippingMenu!.InventoryContainer.AddChild(button);
UpdateEntityIcon(button, entity);
LayoutContainer.SetPosition(button, slotDef.StrippingWindowPos * (SlotControl.DefaultButtonSize + ButtonSeparation));
}
private void UpdateEntityIcon(SlotControl button, EntityUid? entity)
{
// Hovering, highlighting & storage are features of general hands & inv GUIs. This UI just re-uses these because I'm lazy.
button.ClearHover();
button.StorageButton.Visible = false;
if (entity == null)
{
button.SetEntity(null);
return;
}
EntityUid? viewEnt;
if (EntMan.TryGetComponent<VirtualItemComponent>(entity, out var virt))
viewEnt = EntMan.HasComponent<SpriteComponent>(virt.BlockingEntity) ? virt.BlockingEntity : null;
else if (EntMan.HasComponent<SpriteComponent>(entity))
viewEnt = entity;
else
return;
button.SetEntity(viewEnt);
}
}
}