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<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Reworks felinid thieving to no longer act like passive thieving gloves which grant invisible stripping (hereon referred to as hard stealing), in favour of soft thievery (hereon referred to as soft stealing). Soft thievery comprises of the following: - A smaller popup, with the thief anonymised. - A visible doafter bar - A 33% faster strip speed, that stacks with Thieving gloves - An additional ability to identify hidden items to better plan your course of action You no longer need to completely avoid felinids to maintain your precious items as long as you pay attention. For a felinid to utilise their thieving passive, they are encouraged to exploit any distractions to make moves on a target. If there is none, create one through conversation or other forms of player interaction. If you are suspected, persuade your victim that the thief is in fact, the other person. A faster strip speed makes thief bonuses diegetic to other players, and also improves the value proposition of thieving gloves on someone who already has thieving bonuses. Any other race can also gain soft thievery via a moderate costing trait. Non-felinid thieves are encouraged to exploit any felinids as a scapegoat. --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> Code - [X] IgnoreStripHidden - allows thieves to look into peoples pockets - [X] StripTimeMultiplier - stripping at a multiplicative rate helps strip bags/belts which creates trait value - [X] Stealthy > Stealth - rather than a bool, distinguishes stealth levels as an enum Balance - [X] Soft thieves can identify items in pockets, which creates player agency - [X] Soft thieves steal 33% faster, which stacks with thieving gloves - [X] Victims to soft stealing get a smaller popup, useful if they're preoccupied - [X] Soft thievery is a trait, which Felinids get for free - [X] Felinids no longer hard steal items Media - [x] Attach media --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>   </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - add: Added the Thievery trait, which provides various soft stripping bonuses - tweak: Felinids no longer have passive thieving gloves, they instead get the Thievery trait by default --------- Signed-off-by: WarMechanic <69510347+WarMechanic@users.noreply.github.com> Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
241 lines
8.8 KiB
C#
241 lines
8.8 KiB
C#
using System.Linq;
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using System.Numerics;
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using Content.Client.Examine;
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using Content.Client.Strip;
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using Content.Client.Stylesheets;
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using Content.Client.UserInterface.Controls;
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using Content.Client.UserInterface.Systems.Hands.Controls;
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using Content.Client.Verbs.UI;
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using Content.Shared.Cuffs;
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using Content.Shared.Cuffs.Components;
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using Content.Shared.Ensnaring.Components;
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using Content.Shared.Hands.Components;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Input;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory.VirtualItem;
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using Content.Shared.Strip.Components;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.Player;
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using Robust.Shared.Input;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using static Content.Client.Inventory.ClientInventorySystem;
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using static Robust.Client.UserInterface.Control;
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namespace Content.Client.Inventory
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{
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[UsedImplicitly]
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public sealed class StrippableBoundUserInterface : BoundUserInterface
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{
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[Dependency] private readonly IUserInterfaceManager _ui = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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private readonly ExamineSystem _examine;
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private readonly InventorySystem _inv;
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private readonly SharedCuffableSystem _cuffable;
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[ViewVariables]
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private const int ButtonSeparation = 4;
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[ViewVariables]
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public const string HiddenPocketEntityId = "StrippingHiddenEntity";
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[ViewVariables]
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private readonly StrippingMenu? _strippingMenu;
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[ViewVariables]
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private readonly EntityUid _virtualHiddenEntity;
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public StrippableBoundUserInterface(EntityUid owner, Enum uiKey) : base(owner, uiKey)
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{
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_examine = EntMan.System<ExamineSystem>();
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_inv = EntMan.System<InventorySystem>();
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_cuffable = EntMan.System<SharedCuffableSystem>();
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var title = Loc.GetString("strippable-bound-user-interface-stripping-menu-title", ("ownerName", Identity.Name(Owner, EntMan)));
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_strippingMenu = new StrippingMenu(title, this);
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_strippingMenu.OnClose += Close;
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_virtualHiddenEntity = EntMan.SpawnEntity(HiddenPocketEntityId, MapCoordinates.Nullspace);
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}
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protected override void Open()
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{
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base.Open();
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_strippingMenu?.OpenCenteredLeft();
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}
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protected override void Dispose(bool disposing)
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{
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base.Dispose(disposing);
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EntMan.DeleteEntity(_virtualHiddenEntity);
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if (!disposing)
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return;
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_strippingMenu?.Dispose();
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}
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public void DirtyMenu()
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{
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if (_strippingMenu != null)
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_strippingMenu.Dirty = true;
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}
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public void UpdateMenu()
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{
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if (_strippingMenu == null)
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return;
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_strippingMenu.ClearButtons();
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if (EntMan.TryGetComponent<InventoryComponent>(Owner, out var inv))
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{
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foreach (var slot in inv.Slots)
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{
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AddInventoryButton(Owner, slot.Name, inv);
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}
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}
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if (EntMan.TryGetComponent<HandsComponent>(Owner, out var handsComp))
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{
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// good ol hands shit code. there is a GuiHands comparer that does the same thing... but these are hands
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// and not gui hands... which are different...
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foreach (var hand in handsComp.Hands.Values)
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{
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if (hand.Location != HandLocation.Right)
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continue;
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AddHandButton(hand);
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}
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foreach (var hand in handsComp.Hands.Values)
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{
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if (hand.Location != HandLocation.Middle)
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continue;
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AddHandButton(hand);
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}
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foreach (var hand in handsComp.Hands.Values)
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{
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if (hand.Location != HandLocation.Left)
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continue;
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AddHandButton(hand);
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}
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}
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// snare-removal button. This is just the old button before the change to item slots. It is pretty out of place.
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if (EntMan.TryGetComponent<EnsnareableComponent>(Owner, out var snare) && snare.IsEnsnared)
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{
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var button = new Button()
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{
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Text = Loc.GetString("strippable-bound-user-interface-stripping-menu-ensnare-button"),
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StyleClasses = { StyleBase.ButtonOpenRight }
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};
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button.OnPressed += (_) => SendMessage(new StrippingEnsnareButtonPressed());
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_strippingMenu.SnareContainer.AddChild(button);
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}
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// TODO fix layout container measuring (its broken atm).
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// _strippingMenu.InvalidateMeasure();
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// _strippingMenu.Contents.Measure(Vector2Helpers.Infinity);
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// TODO allow windows to resize based on content's desired size
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// for now: shit-code
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// this breaks for drones (too many hands, lots of empty vertical space), and looks shit for monkeys and the like.
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// but the window is realizable, so eh.
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_strippingMenu.SetSize = new Vector2(220, snare?.IsEnsnared == true ? 550 : 530);
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}
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private void AddHandButton(Hand hand)
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{
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var button = new HandButton(hand.Name, hand.Location);
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button.Pressed += SlotPressed;
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if (EntMan.TryGetComponent<VirtualItemComponent>(hand.HeldEntity, out var virt))
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{
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button.Blocked = true;
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if (EntMan.TryGetComponent<CuffableComponent>(Owner, out var cuff) && _cuffable.GetAllCuffs(cuff).Contains(virt.BlockingEntity))
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button.BlockedRect.MouseFilter = MouseFilterMode.Ignore;
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}
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UpdateEntityIcon(button, hand.HeldEntity);
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_strippingMenu!.HandsContainer.AddChild(button);
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}
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private void SlotPressed(GUIBoundKeyEventArgs ev, SlotControl slot)
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{
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// TODO: allow other interactions? Verbs? But they should then generate a pop-up and/or have a delay so the
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// user that is being stripped can prevent the verbs from being exectuted.
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// So for now: only stripping & examining
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if (ev.Function == EngineKeyFunctions.Use)
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{
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SendMessage(new StrippingSlotButtonPressed(slot.SlotName, slot is HandButton));
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return;
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}
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if (slot.Entity == null)
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return;
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if (ev.Function == ContentKeyFunctions.ExamineEntity)
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_examine.DoExamine(slot.Entity.Value);
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else if (ev.Function == EngineKeyFunctions.UseSecondary)
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_ui.GetUIController<VerbMenuUIController>().OpenVerbMenu(slot.Entity.Value);
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}
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private void AddInventoryButton(EntityUid invUid, string slotId, InventoryComponent inv)
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{
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if (!_inv.TryGetSlotContainer(invUid, slotId, out var container, out var slotDef, inv))
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return;
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var entity = container.ContainedEntity;
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// If this is a full pocket, obscure the real entity
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if (entity != null && slotDef.StripHidden
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&& !(EntMan.TryGetComponent<ThievingComponent>(_playerManager.LocalEntity, out var thiefcomponent) && thiefcomponent.IgnoreStripHidden))
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entity = _virtualHiddenEntity;
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var button = new SlotButton(new SlotData(slotDef, container));
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button.Pressed += SlotPressed;
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_strippingMenu!.InventoryContainer.AddChild(button);
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UpdateEntityIcon(button, entity);
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LayoutContainer.SetPosition(button, slotDef.StrippingWindowPos * (SlotControl.DefaultButtonSize + ButtonSeparation));
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}
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private void UpdateEntityIcon(SlotControl button, EntityUid? entity)
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{
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// Hovering, highlighting & storage are features of general hands & inv GUIs. This UI just re-uses these because I'm lazy.
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button.ClearHover();
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button.StorageButton.Visible = false;
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if (entity == null)
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{
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button.SpriteView.SetEntity(null);
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return;
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}
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EntityUid? viewEnt;
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if (EntMan.TryGetComponent<VirtualItemComponent>(entity, out var virt))
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viewEnt = EntMan.HasComponent<SpriteComponent>(virt.BlockingEntity) ? virt.BlockingEntity : null;
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else if (EntMan.HasComponent<SpriteComponent>(entity))
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viewEnt = entity;
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else
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return;
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button.SpriteView.SetEntity(viewEnt);
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}
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}
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}
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