Files
crystall-punk-14/Content.Client/_CP14/UserInterface/Systems/Skill/CP14SkillUIController.cs
Ed aeedff5caa Demiplane exploration map (#1251)
* dehardcode nodeTreeControl part 1

* finish

* demiplane map system setup

* link map entity with station data!

* random demiplane map generation

* redesign demiplane map node tree

* center

* map generate v2

* location generation

* modifier generation

* missing location icons

* ui polish

* data refactor

* fix line color

* ejectabling

* split demiplane component into two

* blocker attempt

* revoking

* fix frontier calculation

* dimensit

* demiplane core room spawning

* demiplane cool destruction

* Update round_end.yml

* progression works now!

* Update CP14NodeTree.cs

* Update CP14NodeTree.cs

* documentation pass

* fix abusing, some balance pass

* demiplane naming fix

* см

* location names

* delete old keys

* Update buy.yml

* Update migration.yml

* fix guidebook

* Update misc.yml

* Update misc.yml
2025-05-05 15:19:44 +03:00

381 lines
11 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 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(ContentKeyFunctions.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 (_playerManager.LocalEntity == 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 (_window is null)
return;
if (_playerManager.LocalEntity == null)
return;
_selectedSkill = skill;
if (skill == null)
{
DeselectNode();
}
else
{
_window.SkillName.Text = _skill.GetSkillName(skill);
_window.SkillDescription.SetMessage(GetSkillDescription(skill));
_window.SkillView.Texture = skill.Icon.Frame0();
_window.LearnButton.Disabled = !_skill.CanLearnSkill(_playerManager.LocalEntity.Value, skill);
_window.SkillCost.Text = skill.LearnCost.ToString();
}
UpdateGraphControl();
}
private void DeselectNode()
{
if (_window is null)
return;
_window.SkillName.Text = string.Empty;
_window.SkillDescription.Text = string.Empty;
_window.SkillView.Texture = null;
_window.LearnButton.Disabled = true;
}
private FormattedMessage GetSkillDescription(CP14SkillPrototype skill)
{
var msg = new FormattedMessage();
if (_playerManager.LocalEntity == null)
return msg;
var sb = new StringBuilder();
//Description
sb.Append(_skill.GetSkillDescription(skill) + "\n \n");
//Restrictions
foreach (var req in skill.Restrictions)
{
var color = req.Check(_entManager, _playerManager.LocalEntity.Value) ? "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;
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 && storage.Progress.Count > 0)
{
var firstTree = storage.Progress.First().Key;
if (_proto.TryIndex(firstTree, out var indexedTree))
{
SelectTree(indexedTree, storage); // Set the first tree from the player's progress
}
}
if (_selectedSkillTree == null)
return;
// Reselect for update state
SelectNode(_selectedSkill);
UpdateGraphControl();
// Update the experience points for the selected tree
var playerProgress = storage.Progress;
if (playerProgress.TryGetValue(_selectedSkillTree, out var skillPoint))
{
_window.ExpPointLabel.Text = skillPoint.ToString();
}
_window.LevelLabel.Text = $"{storage.SkillsSumExperience}/{storage.ExperienceMaxCap}";
_window.TreeTabsContainer.RemoveAllChildren();
foreach (var (tree, _) in storage.Progress)
{
if (!_proto.TryIndex(tree, out var indexedTree))
continue;
var treeButton2 = new CP14SkillTreeButtonControl(indexedTree.Color, Loc.GetString(indexedTree.Name));
treeButton2.ToolTip = Loc.GetString(indexedTree.Desc ?? string.Empty);
treeButton2.OnPressed += () =>
{
SelectTree(indexedTree, storage);
};
_window.TreeTabsContainer.AddChild(treeButton2);
}
}
private void SelectTree(CP14SkillTreePrototype tree, CP14SkillStorageComponent storage)
{
if (_window == null)
return;
_selectedSkillTree = tree;
_window.ParallaxBackground.ParallaxPrototype = tree.Parallax;
_window.TreeName.Text = Loc.GetString(tree.Name);
var playerProgress = storage.Progress;
_window.ExpPointLabel.Text = playerProgress.TryGetValue(tree, out var skillpoint) ? skillpoint.ToString() : "0";
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();
}
}
}