Files
Delta-v/Content.Client/Inventory/StrippableBoundUserInterface.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* Update submodule to 264.0.0 (#38629)

* Toy/Plushie Inhands and Wearables (#38514)

* Fixed dependency injection and some other issues in a few places.

* More issue fixes

* patchfor broken NetworkConfiguratorLinkMenu (#38632)

fix

* Fix solutions flickering when transferring contents (#34838)

* Use Solution clones when applying SolutionComponent states

* Revert "Use Solution clones when applying SolutionComponent states"

This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.

* Make Solution implement ICloneable and rename Clone method.

* Copy CanReact value when cloning a Solution

* Convert to IRobustCloneable

* Fix typos in guidebook: Buisness → Business (#38636)

* Fix typo in `MinorAntagonists.xml`

Buisness → Business

* Fix typo in `YourFirstCharacter.xml`

Buisness → Business

* Various Headphones Fixes and Tweaks (#38479)

* sprites, wearables

* neck

* icon-on sprite

* Cleanup prototype instantiation in `DamageTest` (#38639)

Cleanup prototype instantiation in DamageTest

* Cleanup prototype instantiation in `ExplosionSystem` (#38642)

Cleanup prototype instantiation in ExplosionSystem

* AddBodyPartCommand localization. (#38612)

commit

* fix ItemSlotsSystem debug assert (#38655)

* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)

* Added directional beacons (#38284)

* Added directional beacons

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Fixed names

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

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Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Power stat and nuke codes commands get some LEC love. (#38585)

* commit

* requested changes.

* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)

* commit

* whoopwhoopwhoop

* Retro laser sprite fix (#38676)

* Fixed everything except the icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fixed icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fix water coolers (#38681)

* Monochromacy typo fix (#38686)

* fixes the typo

* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Validate `CloningSettingsPrototype`s (#38688)

* Validate CloningSettingsPrototypes

* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Check EventComponents too

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Add test of objective-related console commands (#36400)

* Add test of objective add/list/remove commands

* Not sure why we're validating test prototypes, but sure

* We don't need a map

* Improvements and fixups for New Status Effect API (#38660)

* Predict healing and bloodstream (#38690)

* initial commit

* reapply 38126

* fix rootable

* someone missed an important minus sign here

* try this

* fix

* fix

* reenable crit hits

* cleanup

* fix status time dirtying

* fix

* camelCase

* Healing and bloodstream prediction fixes.

* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)

* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase

* Updating missed tag

* Reverting DataField change

Should prevent this preventative bugfix being a breaking change.

* Switch HSV to the default colorspace for character customization (#38434)

* Made HSV default for character editor

* Adds/fixes comments to HSV defaulting

* Added dropbox fix, potentially cursed

* Revert "Added dropbox fix, potentially cursed"

This reverts commit a709883366fbee813e839742125e70844672af29.

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Fix: Don't deploy foldables when clicking on items inside containers (#38709)

* Fix

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Pressure Relief Valve (#36708)

* initial system (this math is probably WRONG)

* General code cleanup and OnExamined support
(holy moly this code sucks)

* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...

* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.

* Remove one TODO for unshitcoding the examine code

* Add reminder
yea

* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)

* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.

* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields

* Implement DirtyField prediction

* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.

Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.

* More cleanup and comments

* Remove TODO comment on bulldozing window title

* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).

* Add visuals

* Revert debugging variable replacememt
yea

* Revert skissue

* Remove unused using directives and remove TODO

* Localize, cleanup, document

* Fix adminlogging discrepancy

* Add ability to construct, add guidebook entry

* Clear up comment

* Add guidebook tooltip to valve

* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor

* Adds more input handling and adds autofill on open

* Un-deepfry input validator shitcode
Genuinely what was I smoking

* improve visuals logic

* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs

* I'm sorry but I hate warnings

* Remove unused using directive in AtmosphereSystem.Gases.cs

* Review and cleanup

* Lukewarm UI glossup

* Maintainer for the upstream project btw

* Remove redundant state sets and messy logic

* Unduplicate valve updater code

* Redo UI (im sorry Slarti)

* run tests

* Test refactored UI messaging

* Second round of UI improvements
- God please find a way to improve this system. Feels bad.

* Update loop implementation

* Further predict UI

* Clear up SetToCurrentThreshold

* cleanup

* Update to master + pipe layers and bug fixes
want to run tests

* fixes

* Deploy rename pipebomb

* Documentation and requested changes

* Rename the method that wiggled away

* Undo rounding changes

* Fix comment

* Rename and cleanup

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix TextLinkTag (#32203)

* Adjust uplink buy button to be under item icon (#38596)

* Adjusted uplink buy button to be under item icon

* Put the discount subtext under the icon

* Indent fixes, added margin

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Scurrets - Audio Improvements (#38482)

* Scurret audio tuning

* Add new sfx

* Update sneezing sfx

* YAML support

* Rename a folder

* make telesci wreck easier (#37569)

rel

* Validate `ShaderPrototype` IDs (#38728)

* Convert all shader prototype string literals to protoids in overlays

* Convert more shader prototype literal strings to protoids

* Convert ValidatePrototypeId to ProtoId

* Later

* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)

* fixed

* clean up

* orks fix smart

* review fix 1

* more requested changes

* less cursed

* more descriptive description

* better wording

* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)

Update EyeClosingSystem.cs

* Fix human skin tone distribution (#38701)

* fix: Use PredictedQueueDel for gib spell (#38729)

* fix: don't default to uncharged sprite state for cells (#38730)

* Fix Hristov description - remove inaccurate technical specs (#38746)

- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590

Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>

* feat: allow mopping evaporating puddles (#38743)

* Validate remaining `ProtoId` strings (#38747)

Validate remaining ProtoId strings

* Validate `ProtoId`s in tests (#38745)

* Convert string literals to protoids in Content.Tests

* Convert string literals to protoids or consts in Content.IntegrationTests

* Fix linter failures
Tricksy static using misled me

* Cleanup warning in StomachSystem (#38748)

you did not see this

* Vox scars (#38592)

* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl

* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"

This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.

* locale key fix

* Changed top surgery scar names to be more generalized

* Adjusted face scars

* Formatting fixes

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* UnlockNode command to LEC. (#38751)

* commit

* Update UnlockNodeCommand.cs

* commit

* move command locale to its own file.

* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Typofixes for figurine dialogue (#38737)

* Typofixes for figurine dialogue

* Forgot two

* Janitor Tool: Wire Brush (#38667)

* Wow! It's -brush-

* spacing.

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fixed changes

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Minor escape menu UX improvements (#38650)

* fix: spellbooks can have infinite charges (#38376)

* fix: spellbooks can have infinite charges

* refactor: indicate infinite spellbook charges with null

Not sure if I like this much better...
2025-11-06 18:22:39 +00:00

279 lines
11 KiB
C#

using System.Linq;
using System.Numerics;
using Content.Client.Examine;
using Content.Client.Hands.Systems;
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.Shared.Input;
using Robust.Shared.Map;
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 HandsSystem _hands;
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;
/// <summary>
/// The current amount of added hand buttons.
/// </summary>
[ViewVariables]
private int _handCount;
/// <summary>
/// The current shape of the inventory, needed to calculate the window size.
/// </summary>
[ViewVariables]
private Vector2i _inventoryDimensions;
public StrippableBoundUserInterface(EntityUid owner, Enum uiKey) : base(owner, uiKey)
{
_examine = EntMan.System<ExamineSystem>();
_hands = EntMan.System<HandsSystem>();
_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.CreateWindowCenteredLeft<StrippingMenu>();
_strippingMenu.OnDirty += UpdateMenu;
_strippingMenu.Title = Loc.GetString("strippable-bound-user-interface-stripping-menu-title", ("ownerName", Identity.Name(Owner, EntMan)));
}
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();
_handCount = 0;
_inventoryDimensions = Vector2i.Zero;
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) && handsComp.CanBeStripped)
{
// 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 (id, hand) in handsComp.Hands)
{
if (hand.Location != HandLocation.Right)
continue;
AddHandButton((Owner, handsComp), id, hand);
}
foreach (var (id, hand) in handsComp.Hands)
{
if (hand.Location != HandLocation.Middle)
continue;
AddHandButton((Owner, handsComp), id, hand);
}
foreach (var (id, hand) in handsComp.Hands)
{
if (hand.Location != HandLocation.Left)
continue;
AddHandButton((Owner, handsComp), id, 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 += (_) => SendPredictedMessage(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
// calculate the window size manually
// +20 horizontally and vertically from the ContentsContainer margin
// +16 vertically from the BoxContainer margin
// +27 vertically from the window header
var horizontalMenuSize = Math.Max(200, Math.Max(_handCount, _inventoryDimensions.X + 1) * (SlotControl.DefaultButtonSize + ButtonSeparation) + 20);
var verticalMenuSize = Math.Max(200, (_inventoryDimensions.Y + (_handCount > 0 ? 2 : 1)) * (SlotControl.DefaultButtonSize + ButtonSeparation) + 53);
if (snare?.IsEnsnared == true)
verticalMenuSize += 20;
_strippingMenu.SetSize = new Vector2(horizontalMenuSize, verticalMenuSize);
}
private void AddHandButton(Entity<HandsComponent> ent, string handId, Hand hand)
{
var button = new HandButton(handId, hand.Location);
button.Pressed += SlotPressed;
var heldEntity = _hands.GetHeldItem(ent.AsNullable(), handId);
if (EntMan.TryGetComponent<VirtualItemComponent>(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, heldEntity);
_strippingMenu!.HandsContainer.AddChild(button);
LayoutContainer.SetPosition(button, new Vector2i(_handCount, 0) * (SlotControl.DefaultButtonSize + ButtonSeparation));
_handCount++;
}
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)
{
SendPredictedMessage(new StrippingSlotButtonPressed(slot.SlotName, slot is HandButton));
return;
}
if (slot.Entity == null)
return;
if (ev.Function == ContentKeyFunctions.ExamineEntity)
{
_examine.DoExamine(slot.Entity.Value);
ev.Handle();
}
else if (ev.Function == EngineKeyFunctions.UseSecondary)
{
_ui.GetUIController<VerbMenuUIController>().OpenVerbMenu(slot.Entity.Value);
ev.Handle();
}
}
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))
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));
if (slotDef.StrippingWindowPos.X > _inventoryDimensions.X)
_inventoryDimensions = new Vector2i(slotDef.StrippingWindowPos.X, _inventoryDimensions.Y);
if (slotDef.StrippingWindowPos.Y > _inventoryDimensions.Y)
_inventoryDimensions = new Vector2i(_inventoryDimensions.X, slotDef.StrippingWindowPos.Y);
}
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);
}
}
}