ui/PerkChoicePanel.razor

UI Razor component for the perk choice panel. Renders available perk choices, reroll/banish/skip/random buttons, timers and labels, and handles input callbacks to modify the player's perk selection state.

Networking
@namespace Sandbox
@using Sandbox;
@using Sandbox.UI;
@using System;
@inherits Panel
@attribute [StyleSheet("PerkChoicePanel.razor.scss")]

@{
	var player = GetViewedPlayer();
	var isReadOnly = IsReadOnly( player );
	var showViewingLabel = isReadOnly && !Manager.Instance.IsSpectator;

	if ( !player.IsValid() || (!player.IsChoosingLevelUpReward && !showViewingLabel) )
	{
		Manager.Instance.IsHoveringPerkChoicePanel = false;
		return;
	}
}

@{
	var showBanish = player.HasGottenBanish;
	var showSkip = GetStat( player, PlayerStat.SkipPerkNumRerolls ) > 0f && !player.IsBeingShownCurseChoices;
	var showRandom = GetStat( player, PlayerStat.CanChooseRandomPerk ) > 0f;
	int numChoices = player.GetDisplayedPerkChoiceCount();
}

<root style="bottom: @(Manager.Instance.ShowBossHealthbar ? 50 : 10)px;">
	@if ( showViewingLabel )
	{
		<div class="viewing_label">
			<label>VIEWING CHOICES OF</label>
			<div class="viewing_avatar" style="background-image: url( avatar:@player.Network.Owner.SteamId );"></div>
		</div>
	}
	@if ( player.IsChoosingLevelUpReward )
	{
	@if ( player.NumPerkPointsAvailable > (player.IsBeingShownCurseChoices ? 0 : 1) )
	{
		@{
			var left = 33 + (showBanish ? -8 : 0) + (showSkip ? -6 : 0) + (showRandom ? -5 : 0);
		}

		<div class="num_left" style="left:@(left)%;">
			@{ var extraPerks = player.NumPerkPointsAvailable - 1; }
			<label style="color: #ffffffbb; padding-right: 2px;">@($"{extraPerks}")</label>
			<label style="color: #ffffff88; padding-left: 2px;">@($"MORE {(extraPerks > 1 ? "PERKS" : "PERK")}")</label>
		</div>
	}

	<div class="itemselection @(numChoices > 17 ? "scrollable" : "")" style="gap: @(numChoices == 5 ? 6 : 12)px;">
		@{
			bool onlyShowIcons = numChoices > 5;
		}

		@for ( int i = 0; i < player.GetDisplayedPerkChoiceCount(); i++ )
		{
			var perkType = player.GetDisplayedPerkChoice( i );
			var isUnknown = player.GetDisplayedPerkChoiceUnknown( i );
			var index = i;
			<PerkChoice ViewedPlayer=@player PerkType=@perkType IsChoice=@true OnlyShowIcon=@onlyShowIcons Slot=@i IsUnknown=@isUnknown onclick="@(e => PerkChosen( e, perkType, index ))" />
		}

		@if ( GetStat( player, PlayerStat.ChooseTimeLimit ) > 0f )
		{
			<div class="timelimitbar">
				@{
					var timeLimitProgress = Utils.Map( player.RealTimeSinceOfferedChoices, 0f, GetStat( player, PlayerStat.ChooseTimeLimit ), 0f, 1f );
				}
				<div style="width:@((1f - timeLimitProgress) * 100f)%; background-color:@(Color.Lerp(new Color(1f, 0.8f, 0.8f), new Color(1f, 0f, 0f), timeLimitProgress).Rgba);"></div>
			</div>
		}
	</div>
	<div class="lower_row">
		<div class="button_outer">
			@{
				bool canUseArmor = GetStat( player, PlayerStat.ArmorRerollCost ) > 0f && player.Armor >= (int)GetStat( player, PlayerStat.ArmorRerollCost );
				bool isFree = GetStat( player, PlayerStat.FreeRerollTime ) > 0f && player.RealTimeSinceLvlUp < GetStat( player, PlayerStat.FreeRerollTime );
				bool canReroll = player.NumRerollAvailable > 0 || isFree || canUseArmor;
				var autoRerollTimerProgress = player.GetDisplayedAutoRerollTimerProgress();
			}
			<panel class="button_container @((canReroll && !isReadOnly) ? "" : "disabled")" style="background-image: url(@("/textures/ui/panel/reroll_panel.png"));" onclick="@(e => RerollClicked( e ))">
				@{
					string amountText = isFree ? "∞" : (canUseArmor ? $"{(int)GetStat(player, PlayerStat.ArmorRerollCost)}⛊" : $"{player.NumRerollAvailable}");
					int amountFontSize = canUseArmor ? 16 : 20;
				}

				<InputHint class="ctrl" Button="R" style="opacity: @((canReroll && !isReadOnly) ? 1f : 0.08f);"></InputHint>
				<label class="button" style="color:@((canReroll && !isReadOnly) ? "#E8FFF4CC" : "#ffffff99");"></label>
				<label class="amount" style="color:@((canReroll && !isReadOnly) ? "#88B19E" : "#ffffff99"); font-size:@($"{amountFontSize}px");">@amountText</label>

				@if ( isFree )
				{
					@{
						var freeRerollProgress = Utils.Map( player.RealTimeSinceLvlUp, 0f, GetStat( player, PlayerStat.FreeRerollTime ), 0f, 1f );
					}
					<div class="free_reroll_bar">
						<div style="width:@((1f - freeRerollProgress) * 100f)%;"></div>
					</div>
				}
				@if ( autoRerollTimerProgress > 0f && canReroll )
				{
					<div class="autoreroll_bar">
						<div style="width:@((1f - autoRerollTimerProgress) * 100f)%;"></div>
					</div>
				}
			</panel>
		</div>

		@if ( showBanish )
		{
			<div class="button_outer">
				<panel class="button_container @((player.NumBanishAvailable > 0 && !isReadOnly) ? "" : "disabled")" style="background-image: url(@("/textures/ui/panel/banish_panel.png"));" onclick="@(e => BanishClicked( e ))">
					<InputHint class="ctrl" Button="banish" style="opacity: @((player.NumBanishAvailable > 0 && !isReadOnly) ? 1f : 0.08f);"></InputHint>
					<label class="button" style="color:@((player.NumBanishAvailable > 0 && !isReadOnly) ? "#E8FFF4CC" : "#ffffff99");"></label>
					<label class="amount" style="color:@((player.NumBanishAvailable > 0 && !isReadOnly) ? "#88B19E" : "#ffffff99");">@player.NumBanishAvailable</label>
				</panel>
			</div>
		}

		@if ( showSkip )
		{
			<div class="button_outer">
				<panel class="button_container @(isReadOnly ? "disabled" : "")" style="background-image: url(@("/textures/ui/panel/skip_panel.png"));" onclick="@(e => SkipClicked( e ))">
					<label class="button" style="color:@(isReadOnly ? "#ffffff99" : "#E8FFF4CC"); width: 90px;"></label>
					<label class="amount" style="font-size: 16px; color:@(!isReadOnly && (int)GetStat(player, PlayerStat.SkipPerkNumRerolls) > 0 ? "#88B19E" : "#ffffff55");">@($"+{(int)GetStat(player, PlayerStat.SkipPerkNumRerolls)}")</label>
				</panel>
			</div>
		}

		@if ( showRandom )
		{
			<div class="button_outer">
				<panel class="button_container @(isReadOnly ? "disabled" : "")" style="background-image: url(@("/textures/ui/panel/random_panel.png"));" onclick="@(e => RandomClicked( e ))">
					<label class="button" style="color:@(isReadOnly ? "#ffffff99" : "#E8FFF4CC"); width: 120px;"></label>
				</panel>
			</div>
		}
	</div>
	}

</root>

@code {
	private Player GetViewedPlayer()
	{
		var manager = Manager.Instance;
		var player = manager.SelectedPlayer.IsValid()
			? manager.SelectedPlayer
			: manager.LocalPlayer;

		if ( player.IsValid() && player.IsDead )
			return null;

		return player;
	}

	private bool IsReadOnly( Player player )
	{
		return player.IsValid() && player != Manager.Instance.LocalPlayer;
	}

	private Player GetInteractivePlayer()
	{
		var player = GetViewedPlayer();
		return IsReadOnly( player ) ? null : player;
	}

	private float GetStat( Player player, PlayerStat stat )
	{
		return player.IsValid() ? player.GetUiStat( stat ) : 0f;
	}

	protected override void OnMouseOver( MousePanelEvent e )
	{
		Manager.Instance.IsHoveringPerkChoicePanel = true;
	}

	protected override void OnMouseOut( MousePanelEvent e )
	{
		Manager.Instance.IsHoveringPerkChoicePanel = false;
	}

	protected void PerkChosen( PanelEvent e, TypeDescription type, int index )
	{
		e.StopPropagation();

		if ( Manager.Instance.IsGameOver || Manager.Instance.IsPaused )
			return;

		var player = GetInteractivePlayer();
		if ( !player.IsValid() )
			return;

		if ( Manager.Instance.HoveredPerkType != null && Manager.Instance.IsHoveredPerkAChoice )
		{
			Manager.Instance.HoveredPerkType = null;
			Manager.Instance.HoveredPerkViewedPlayer = null;
			Manager.Instance.HoveredPerkChoiceSlot = -1;
		}

		if ( !player.CanInteractWithChoices )
			return;

		if ( player.IsBanishMode )
		{
			player.CanInteractWithChoices = false;
			player.BanishPerkUIChoice( type );
			Manager.Instance.PlaySfxUI( "banish_perk", pitch: Utils.Map( player.NumBanishAvailable, 0, 5, 1f, 1.3f, EasingType.QuadIn ), volume: 0.95f );
		}
		else
		{
			player.CanInteractWithChoices = false;
			player.AddPerkUIChoice( type );
			Manager.Instance.PlaySfxUI( "click", pitch: Utils.Map( player.NumPerkPointsAvailable, 0, 10, 1f, 0.8f, EasingType.QuadIn ), volume: 0.75f );
		}
	}

	protected void RerollClicked( PanelEvent e )
	{
		e.StopPropagation();

		var player = GetInteractivePlayer();
		if ( !player.IsValid() )
			return;

		player.UseReroll();
	}

	protected void BanishClicked( PanelEvent e )
	{
		e.StopPropagation();

		var player = GetInteractivePlayer();
		if ( !player.IsValid() )
			return;

		player.ToggleBanish();
	}

	protected void SkipClicked( PanelEvent e )
	{
		e.StopPropagation();

		var player = GetInteractivePlayer();
		if ( !player.IsValid() )
			return;

		player.RefreshAfterChoosingPerk();

		var perkType = TypeLibrary.GetType( typeof( PerkSkipChoices ) );
		if ( player.HasPerk( perkType ) )
		{
			var skipPerk = player.GetPerk( perkType ) as PerkSkipChoices;
			if ( skipPerk != null )
				skipPerk.OnSkip();
		}
	}

	protected void RandomClicked( PanelEvent e )
	{
		e.StopPropagation();

		var player = GetInteractivePlayer();
		if ( !player.IsValid() )
			return;

		var perkType = TypeLibrary.GetType( typeof( PerkRandomChoice ) );
		if ( player.HasPerk( perkType ) )
		{
			var randomPerk = player.GetPerk( perkType ) as PerkRandomChoice;
			if ( randomPerk != null )
				randomPerk.OnRandom();
		}
	}

	protected override int BuildHash()
	{
		var player = GetViewedPlayer();
		if ( player is null || !player.IsValid() )
			return 0;

		bool canUseArmor = GetStat( player, PlayerStat.ArmorRerollCost ) > 0f && player.Armor >= (int)GetStat( player, PlayerStat.ArmorRerollCost );
		bool isFree = GetStat( player, PlayerStat.FreeRerollTime ) > 0f && player.RealTimeSinceLvlUp < GetStat( player, PlayerStat.FreeRerollTime );

		var timeLimitHash = GetStat( player, PlayerStat.ChooseTimeLimit ) > 0f ? player.RealTimeSinceOfferedChoices.Relative : 0f;
		var freeRerollHash = isFree ? player.RealTimeSinceLvlUp.Relative : 0f;
		var autoRerollTimerHash = player.GetDisplayedAutoRerollTimerProgress();

		var lockBanishHash = HashCode.Combine(
			player.NumBanishAvailable,
			player.HasGottenBanish
		);

		int buttonsHash = HashCode.Combine(
			player.NumRerollAvailable,
			canUseArmor,
			player.Armor,
			isFree,
			(int)GetStat( player, PlayerStat.SkipPerkNumRerolls ),
			(int)GetStat( player, PlayerStat.CanChooseRandomPerk )
		);

		var panelStateHash = HashCode.Combine(
			player.IsChoosingLevelUpReward,
			player.NumPerkPointsAvailable,
			player.GetDisplayedPerkChoiceCount(),
			player.PerkChoiceHash,
			player.IsBeingShownCurseChoices,
			IsReadOnly( player )
		);

		return HashCode.Combine(
			timeLimitHash,
			freeRerollHash,
			lockBanishHash,
			buttonsHash,
			panelStateHash,
			HashCode.Combine(
				autoRerollTimerHash,
				Manager.Instance.ShowBossHealthbar,
				Input.UsingController
			)
		);
	}
}