Files
crystall-punk-14/Content.Client/_CP14/Skill/Ui/CP14SkillTreeGraphControl.xaml.cs
Ed 1e36a61339 Skill progression system [Draft] (#1056)
* fuck all

* clean up

* remove knowledge books

* Update base.yml

* cl

* fix #991

* fix

* Update subgamemodes.yml

* manual migration + recipes fix

* Update comoss.yml

* setup data

* setup skills systems

* more blacksmithing skills

* Update base.yml

* Create CP14SkillEffectAction.cs

* skill button returns

* base graph UI window

* skill tree drawing

* UI improve

* pyro setup

* skill trees selection, dragging control

* refactor skill system: rename Skills to LearnedSkills, add experience tracking and learning logic

* Create available.png

* skill description generation setup

* auto parsing skill names and descriptions

* Hydrosophistry

* water light fire and metamagic ported to skill tre

* ice dagger spell returns

* Update ice_dagger.yml

* delete old files

* Update modular_garde.yml

* ice arrow spell

* link graph with parallax

* show experience counter

* polish

* puf

* p

* pipap

* finally ready to merg?

* fix

* fix 2
2025-03-27 17:20:20 +03:00

219 lines
7.7 KiB
C#

using System.Linq;
using System.Numerics;
using Content.Shared._CP14.Skill;
using Content.Shared._CP14.Skill.Components;
using Content.Shared._CP14.Skill.Prototypes;
using Robust.Client.AutoGenerated;
using Robust.Client.Graphics;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.XAML;
using Robust.Client.Utility;
using Robust.Shared.Input;
using Robust.Shared.Prototypes;
namespace Content.Client._CP14.Skill.Ui;
[GenerateTypedNameReferences]
public sealed partial class CP14SkillTreeGraphControl : BoxContainer
{
[Dependency] private readonly IEntityManager _entManager = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
private readonly CP14SharedSkillSystem _skillSystem;
private Entity<CP14SkillStorageComponent>? _player;
private IEnumerable<CP14SkillPrototype> _allSkills;
private CP14SkillPrototype? _hoveredNode;
private CP14SkillPrototype? _selectedNode;
public CP14SkillTreePrototype? Tree;
private bool dragging = false;
private Vector2 _previousMousePosition = Vector2.Zero;
private Vector2 _globalOffset = new (60,60);
private const float GridSize = 25f;
public event Action<CP14SkillPrototype?>? OnNodeSelected;
public event Action<Vector2>? OnOffsetChanged;
public CP14SkillTreeGraphControl()
{
IoCManager.InjectDependencies(this);
RobustXamlLoader.Load(this);
_skillSystem = _entManager.System<CP14SharedSkillSystem>();
_allSkills = _proto.EnumeratePrototypes<CP14SkillPrototype>();
_proto.PrototypesReloaded += _ => _allSkills = _proto.EnumeratePrototypes<CP14SkillPrototype>().OrderBy(skill => _skillSystem.GetSkillName(skill)).ToList();
OnOffsetChanged?.Invoke(_globalOffset);
}
public void UpdateState(Entity<CP14SkillStorageComponent>? player)
{
_player = player;
OnOffsetChanged?.Invoke(_globalOffset);
}
protected override void KeyBindDown(GUIBoundKeyEventArgs args)
{
base.KeyBindDown(args);
if (args.Handled)
return;
if (args.Function == EngineKeyFunctions.UIClick)
{
dragging = true;
if (_hoveredNode == null)
return;
OnNodeSelected?.Invoke(_hoveredNode);
UserInterfaceManager.ClickSound();
_selectedNode = _hoveredNode;
}
if (args.Function == EngineKeyFunctions.UIRightClick)
{
_globalOffset = new Vector2(60, 60); // Reset offset on right click
OnOffsetChanged?.Invoke(_globalOffset);
}
}
protected override void KeyBindUp(GUIBoundKeyEventArgs args)
{
base.KeyBindUp(args);
if (args.Handled || args.Function != EngineKeyFunctions.UIClick)
return;
dragging = false;
}
protected override void ExitedTree()
{
base.ExitedTree();
OnNodeSelected?.Invoke(null);
}
protected override void Draw(DrawingHandleScreen handle)
{
base.Draw(handle);
_hoveredNode = null;
if (_player == null || Tree == null)
{
return;
}
var cursor = (UserInterfaceManager.MousePositionScaled.Position * UIScale) - GlobalPixelPosition;
if (dragging)
{
var delta = cursor - _previousMousePosition;
_globalOffset += delta;
OnOffsetChanged?.Invoke(_globalOffset);
}
_previousMousePosition = cursor;
var playerSkills = _player.Value.Comp.LearnedSkills;
//Draw connection lines
foreach (var skill in _allSkills)
{
if (skill.Tree != Tree)
continue;
var fromPos = skill.SkillUiPosition * GridSize * UIScale + _globalOffset;
foreach (var prerequisite in skill.Prerequisites)
{
if (!_proto.TryIndex(prerequisite, out var prerequisiteSkill))
continue;
if (prerequisiteSkill.Tree != Tree)
continue;
var learned = playerSkills.Contains(skill.ID);
var toPos = prerequisiteSkill.SkillUiPosition * GridSize * UIScale + _globalOffset;
var color = learned ? Color.White : Color.FromSrgb(new Color(0.7f, 0.7f, 0.7f));
handle.DrawLine(fromPos, toPos, color);
}
}
//Draw skill icons over lines
foreach (var skill in _allSkills)
{
if (skill.Tree != Tree)
continue;
//TODO: Not optimized, recalculates every frame. Needs to be calculated on state update and cached.
var learned = playerSkills.Contains(skill.ID);
var available = _skillSystem.CanLearnSkill(_player.Value, skill.ID);
var canBeLearned = learned || skill.Prerequisites.All(prerequisite => playerSkills.Contains(prerequisite));
var pos = skill.SkillUiPosition * GridSize * UIScale + _globalOffset;
// Base skill icon
var baseTexture = skill.Icon.Frame0();
var baseSize = new Vector2(baseTexture.Width, baseTexture.Height) * 2;
var baseQuad = new UIBox2(pos - baseSize / 2, pos + baseSize / 2);
var hovered = (cursor - pos).LengthSquared() <= (baseSize.X / 2) * (baseSize.X / 2);
// Frame
var frameTexture = Tree.FrameIcon.Frame0();
var frameSize = new Vector2(frameTexture.Width, frameTexture.Height) * 2;
var frameQuad = new UIBox2(pos - frameSize / 2, pos + frameSize / 2);
handle.DrawTextureRect(frameTexture, frameQuad, canBeLearned ? Color.White : Color.FromSrgb(new Color(0.7f, 0.7f, 0.7f)));
// Selected Skill
if (_selectedNode == skill)
{
var selectedTexture = Tree.SelectedIcon.Frame0();
var selectedSize = new Vector2(selectedTexture.Width, selectedTexture.Height) * 2;
var selectedQuad = new UIBox2(pos - selectedSize / 2, pos + selectedSize / 2);
handle.DrawTextureRect(selectedTexture, selectedQuad, Color.White);
}
// Hovered Skill
if (hovered)
{
_hoveredNode = skill;
var hoveredTexture = Tree.HoveredIcon.Frame0();
var hoveredSize = new Vector2(hoveredTexture.Width, hoveredTexture.Height) * 2;
var hoveredQuad = new UIBox2(pos - hoveredSize / 2, pos + hoveredSize / 2);
handle.DrawTextureRect(hoveredTexture, hoveredQuad, Color.White);
}
// Learned Skill
if (learned)
{
var learnedTexture = Tree.LearnedIcon.Frame0();
var learnedSize = new Vector2(learnedTexture.Width, learnedTexture.Height) * 2;
var learnedQuad = new UIBox2(pos - learnedSize / 2, pos + learnedSize / 2);
handle.DrawTextureRect(learnedTexture, learnedQuad, Color.White);
}
else if (available)
{
var availableTexture = Tree.AvailableIcon.Frame0();
var availableSize = new Vector2(availableTexture.Width, availableTexture.Height) * 2;
var availableQuad = new UIBox2(pos - availableSize / 2, pos + availableSize / 2);
handle.DrawTextureRect(availableTexture, availableQuad, Color.White);
}
var iconColor = Color.White;
if (!learned)
iconColor = Color.FromSrgb(new Color(0.7f, 0.7f, 0.7f));
if (!canBeLearned && !learned)
iconColor = Color.FromSrgb(new Color(0f, 0f, 0f));
handle.DrawTextureRect(baseTexture, baseQuad, iconColor);
}
}
}