Files
crystall-punk-14/Content.Client/_CP14/UserInterface/Systems/Skill/CP14SkillUIController.cs
Red 5020be8ec6 Add supports for different skillpoints types (#1581)
* Refactor skill points to support multiple types

Reworked the skill point system to support multiple types (e.g., Memory, Blood) instead of a single experience cap. Added CP14SkillPointPrototype, updated skill storage and UI to handle per-type points, and adjusted related logic and prototypes. Updated localization and assets to reflect these changes.

* oopsie

* Update human.yml

* Update CP14SkillUIController.cs

* Refactor skill storage to use skillPoints config

Replaced 'experienceMaxCap: 0' with 'skillPoints: Memory: max: 0' in Skeletons T1, T2, and undead mob prototypes. This change standardizes skill storage configuration and improves clarity.
2025-07-27 13:47:05 +03:00

414 lines
12 KiB
C#

using System.Linq;
using System.Numerics;
using System.Text;
using Content.Client._CP14.Skill;
using Content.Client._CP14.Skill.Ui;
using Content.Client._CP14.UserInterface.Systems.NodeTree;
using Content.Client._CP14.UserInterface.Systems.Skill.Window;
using Content.Client.Gameplay;
using Content.Client.UserInterface.Controls;
using Content.Shared._CP14.Skill.Components;
using Content.Shared._CP14.Skill.Prototypes;
using Content.Shared._CP14.Skill.Restrictions;
using Content.Shared.Input;
using Content.Shared._CP14.Input;
using JetBrains.Annotations;
using Robust.Client.Player;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controllers;
using Robust.Client.UserInterface.Controls;
using Robust.Client.Utility;
using Robust.Shared.Input.Binding;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Client._CP14.UserInterface.Systems.Skill;
[UsedImplicitly]
public sealed class CP14SkillUIController : UIController, IOnStateEntered<GameplayState>, IOnStateExited<GameplayState>,
IOnSystemChanged<CP14ClientSkillSystem>
{
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly IEntityManager _entManager = default!;
[UISystemDependency] private readonly CP14ClientSkillSystem _skill = default!;
private CP14SkillWindow? _window;
private EntityUid? _targetPlayer;
private IEnumerable<CP14SkillPrototype> _allSkills = [];
private CP14SkillPrototype? _selectedSkill;
private CP14SkillTreePrototype? _selectedSkillTree;
private MenuButton? SkillButton => UIManager
.GetActiveUIWidgetOrNull<Client.UserInterface.Systems.MenuBar.Widgets.GameTopMenuBar>()
?.CP14SkillButton;
public void OnStateEntered(GameplayState state)
{
DebugTools.Assert(_window == null);
_window = UIManager.CreateWindow<CP14SkillWindow>();
LayoutContainer.SetAnchorPreset(_window, LayoutContainer.LayoutPreset.CenterTop);
CommandBinds.Builder
.Bind(CP14ContentKeyFunctions.CP14OpenSkillMenu,
InputCmdHandler.FromDelegate(_ => ToggleWindow()))
.Register<CP14SkillUIController>();
CacheSkillProto();
_proto.PrototypesReloaded += _ => CacheSkillProto();
_window.LearnButton.OnPressed += _ => _skill.RequestLearnSkill(_playerManager.LocalEntity, _selectedSkill);
_window.GraphControl.OnNodeSelected += SelectNode;
_window.GraphControl.OnOffsetChanged += offset =>
{
_window.ParallaxBackground.Offset = -offset * 0.25f + new Vector2(1000, 1000); //hardcoding is bad
};
}
private void CacheSkillProto()
{
_allSkills = _proto.EnumeratePrototypes<CP14SkillPrototype>();
}
public void OnStateExited(GameplayState state)
{
if (_window != null)
{
_window.GraphControl.OnNodeSelected -= SelectNode;
_window.Dispose();
_window = null;
}
CommandBinds.Unregister<CP14SkillUIController>();
}
public void OnSystemLoaded(CP14ClientSkillSystem system)
{
system.OnSkillUpdate += UpdateState;
_playerManager.LocalPlayerDetached += CharacterDetached;
}
public void OnSystemUnloaded(CP14ClientSkillSystem system)
{
system.OnSkillUpdate -= UpdateState;
_playerManager.LocalPlayerDetached -= CharacterDetached;
}
public void UnloadButton()
{
if (SkillButton is null)
return;
SkillButton.OnPressed -= SkillButtonPressed;
}
public void LoadButton()
{
if (SkillButton is null)
return;
SkillButton.OnPressed += SkillButtonPressed;
if (_window is null)
return;
_window.OnClose += DeactivateButton;
_window.OnOpen += ActivateButton;
}
private void DeactivateButton()
{
SkillButton!.Pressed = false;
}
private void ActivateButton()
{
SkillButton!.Pressed = true;
}
private void SelectNode(CP14NodeTreeElement? node)
{
if (_window is null)
return;
if (_targetPlayer == null)
return;
if (node == null)
{
DeselectNode();
return;
}
if (!_proto.TryIndex<CP14SkillPrototype>(node.NodeKey, out var skill))
{
DeselectNode();
return;
}
SelectNode(skill);
}
private void SelectNode(CP14SkillPrototype? skill)
{
if (skill is null)
{
DeselectNode();
UpdateGraphControl();
return;
}
if (_window is null)
return;
if (_targetPlayer == null)
return;
if (!_proto.TryIndex(skill.Tree, out var indexedTree))
return;
if (!_proto.TryIndex(indexedTree.SkillType, out var indexedSkillType))
return;
_selectedSkill = skill;
_window.SkillName.Text = _skill.GetSkillName(skill);
_window.SkillDescription.SetMessage(GetSkillDescription(skill));
_window.SkillFree.Visible = _skill.HaveFreeSkill(_targetPlayer.Value, skill);
_window.SkillView.Texture = skill.Icon.Frame0();
_window.LearnButton.Disabled = !_skill.CanLearnSkill(_targetPlayer.Value, skill);
_window.SkillPointText.Text =
Loc.GetString("cp14-skill-menu-learncost", ("type", Loc.GetString(indexedSkillType.Name)));
_window.SkillCost.Text = skill.LearnCost.ToString();
_window.SkillPointIcon.Texture = indexedSkillType.Icon?.Frame0();
UpdateGraphControl();
}
private void DeselectNode()
{
if (_window is null)
return;
_window.SkillName.Text = string.Empty;
_window.SkillDescription.Text = string.Empty;
_window.SkillFree.Visible = false;
_window.SkillView.Texture = null;
_window.LearnButton.Disabled = true;
}
private FormattedMessage GetSkillDescription(CP14SkillPrototype skill)
{
var msg = new FormattedMessage();
if (_targetPlayer == null)
return msg;
var sb = new StringBuilder();
//Description
sb.Append(_skill.GetSkillDescription(skill) + "\n \n");
if (!_skill.HaveSkill(_targetPlayer.Value, skill))
{
//Restrictions
foreach (var req in skill.Restrictions)
{
var color = req.Check(_entManager, _targetPlayer.Value, skill) ? "green" : "red";
sb.Append($"- [color={color}]{req.GetDescription(_entManager, _proto)}[/color]\n");
}
}
msg.TryAddMarkup(sb.ToString(), out _);
return msg;
}
private void UpdateGraphControl()
{
if (_window is null)
return;
if (_selectedSkillTree == null)
return;
if (!EntityManager.TryGetComponent<CP14SkillStorageComponent>(_targetPlayer, out var storage))
return;
if (!_proto.TryIndex(_selectedSkillTree.SkillType, out var indexedSkillType))
return;
var skillPointsMap = storage.SkillPoints;
if (skillPointsMap.TryGetValue(_selectedSkillTree.SkillType, out var skillContainer))
_window.LevelLabel.Text =
$"{Loc.GetString(indexedSkillType.Name)}: {skillContainer.Sum}/{skillContainer.Max}";
else
_window.LevelLabel.Text = $"{Loc.GetString(indexedSkillType.Name)}: 0/0";
_window.LevelTexture.Texture = indexedSkillType.Icon?.Frame0();
HashSet<CP14NodeTreeElement> nodeTreeElements = new();
HashSet<(string, string)> nodeTreeEdges = new();
var learned = storage.LearnedSkills;
foreach (var skill in _allSkills)
{
if (skill.Tree != _selectedSkillTree)
continue;
foreach (var req in skill.Restrictions)
{
switch (req)
{
case NeedPrerequisite prerequisite:
if (!_proto.TryIndex(prerequisite.Prerequisite, out var prerequisiteSkill))
continue;
if (prerequisiteSkill.Tree != _selectedSkillTree)
continue;
nodeTreeEdges.Add((skill.ID, prerequisiteSkill.ID));
break;
}
}
var nodeTreeElement = new CP14NodeTreeElement(
skill.ID,
gained: learned.Contains(skill),
active: _skill.CanLearnSkill(_targetPlayer.Value, skill),
skill.SkillUiPosition * 25f,
skill.Icon);
nodeTreeElements.Add(nodeTreeElement);
}
_window.GraphControl.UpdateState(
new CP14NodeTreeUiState(
nodes: nodeTreeElements,
edges: nodeTreeEdges,
frameIcon: _selectedSkillTree.FrameIcon,
hoveredIcon: _selectedSkillTree.HoveredIcon,
selectedIcon: _selectedSkillTree.SelectedIcon,
learnedIcon: _selectedSkillTree.LearnedIcon
)
);
}
private void UpdateState(EntityUid player)
{
_targetPlayer = player;
if (_window is null)
return;
if (!EntityManager.TryGetComponent<CP14SkillStorageComponent>(_targetPlayer, out var storage))
return;
//If tree not selected, select the first one
if (_selectedSkillTree == null)
{
var firstTree = storage.AvailableSkillTrees.First();
SelectTree(firstTree); // Set the first tree from the player's progress
}
if (_selectedSkillTree == null)
return;
// Reselect for update state
SelectNode(_selectedSkill);
UpdateGraphControl();
_window.TreeTabsContainer.RemoveAllChildren();
foreach (var tree in storage.AvailableSkillTrees)
{
if (!_proto.TryIndex(tree, out var indexedTree))
return;
if (!_proto.TryIndex(indexedTree.SkillType, out var indexedSkillType))
return;
float learnedPoints = 0;
foreach (var skillId in storage.LearnedSkills)
{
//TODO: Loop indexing each skill is bad
if (_proto.TryIndex(skillId, out var skill) && skill.Tree == tree)
{
if (_skill.HaveFreeSkill(_targetPlayer.Value, skillId))
continue;
learnedPoints += skill.LearnCost;
}
}
var treeButton2 = new CP14SkillTreeButtonControl(indexedTree.Color,
Loc.GetString(indexedTree.Name),
learnedPoints,
indexedSkillType.Icon?.Frame0());
treeButton2.ToolTip = Loc.GetString(indexedTree.Desc ?? string.Empty);
treeButton2.OnPressed += () =>
{
SelectTree(indexedTree);
};
_window.TreeTabsContainer.AddChild(treeButton2);
}
}
private void SelectTree(ProtoId<CP14SkillTreePrototype> tree)
{
if (_window == null)
return;
if (!_proto.TryIndex(tree, out var indexedTree))
return;
_selectedSkillTree = indexedTree;
_window.ParallaxBackground.ParallaxPrototype = indexedTree.Parallax;
_window.TreeName.Text = Loc.GetString(indexedTree.Name);
UpdateGraphControl();
}
private void CharacterDetached(EntityUid uid)
{
CloseWindow();
}
private void SkillButtonPressed(BaseButton.ButtonEventArgs args)
{
ToggleWindow();
}
private void CloseWindow()
{
_window?.Close();
}
private void ToggleWindow()
{
if (_window == null)
return;
if (SkillButton != null)
{
SkillButton.SetClickPressed(!_window.IsOpen);
}
if (_window.IsOpen)
{
CloseWindow();
}
else
{
_skill.RequestSkillData();
_window.Open();
}
}
}