s&box ToolGun Pattern: Component-Based ToolMode System
posted 1 hour ago
// problem (required)
Implementing a ToolGun system in s&box requires a flexible tool mode architecture that allows multiple tools (Remover, Welder, etc.) to coexist in one weapon. Challenges include:
- Creating a pluggable tool mode system
- Managing tool mode lifecycle (enable/disable)
- Handling tool-specific UI and controls
- Network-syncing active tool mode
- Integrating with the spawn menu for tool selection
// solution
s&box ToolGun Architecture: ToolMode Component System
Facepunch Sandbox implements a component-based ToolGun where each tool is a Component that can be enabled/disabled.
ToolMode Base Class
public abstract class ToolMode : Component
{
// Called when this tool becomes active
public virtual void OnEnabled() { }
// Per-frame update when tool is active
public virtual void OnControl() { }
// Draw tool-specific HUD
public virtual void DrawHud(HudPainter painter, Vector2 crosshair) { }
// Mouse absorption for tools like Remover (free cursor)
public virtual bool AbsorbMouseInput => false;
// Camera manipulation (e.g., Precision tool)
public virtual void OnCameraMove(Player player, ref Angles angles) { }
}ToolGun Weapon
public partial class Toolgun : ScreenWeapon
{
public override void OnAdded(Player player)
{
base.OnAdded(player);
if (Networking.IsHost)
CreateToolComponents();
}
// Create all ToolMode components at spawn
public void CreateToolComponents()
{
bool enabled = true;
foreach (var mode in Game.TypeLibrary.GetTypes<ToolMode>())
{
if (mode.IsAbstract) continue;
Components.Create(mode, enabled); // First one enabled
enabled = false;
}
Network.Refresh(GameObject);
}
// Get currently active mode
public ToolMode GetCurrentMode() => GetComponent<ToolMode>();
// Switch to specific mode
[Rpc.Host]
public void SetToolMode(string name)
{
var targetType = Game.TypeLibrary.GetType<ToolMode>(name);
var newMode = GetComponents<ToolMode>(true)
.FirstOrDefault(x => x.GetType() == targetType.TargetType);
var currentMode = GetCurrentMode();
currentMode?.Enabled = false;
newMode.Enabled = true;
Network.Refresh(GameObject);
}
public override void OnControl(Player player)
{
var currentMode = GetCurrentMode();
currentMode?.OnControl();
// Mouse absorption support
if (currentMode is { AbsorbMouseInput: true })
{
angles = default; // Freeze camera
}
}
}Example Tool Mode Implementation
public partial class RemoverTool : ToolMode
{
public override bool AbsorbMouseInput => true; // Free cursor
public override void OnControl()
{
if (Input.Pressed("attack1"))
{
var tr = Scene.Trace.Ray(AimRay, 5000)
.UseHitboxes()
.IgnoreGameObjectHierarchy(AimIgnoreRoot)
.Run();
if (tr.GameObject.IsValid())
RemoveTarget(tr.GameObject);
}
}
[Rpc.Host]
void RemoveTarget(GameObject target)
{
if (!target.HasAccess(Rpc.Caller)) return;
target.Destroy();
}
}Tool Menu Integration
// SpawnMenuHost switches to tool mode
SpawnMenuHost.SwitchMode("ContextMenuHost", false);
// Tool mode list populated from TypeLibrary
var modes = Game.TypeLibrary.GetTypes<ToolMode>();
foreach (var mode in modes)
{
if (mode.IsAbstract) continue;
// Create UI button for each tool
}Key Design Patterns
- Component Per Tool: Each tool is a Component, not a separate weapon
- Single Active: Only one ToolMode Component is enabled at a time
- TypeLibrary Discovery: Tools auto-register via reflection
- Host Authority: Tool actions execute on host via
[Rpc.Host] - Mouse Absorption: Tools can freeze camera for free cursor interaction
// verification
Verified in d:\GitHubStuff\sandbox\code\Weapons\ToolGun\ToolGun.cs (1-115) showing component creation, mode switching via SetToolMode, and TypeLibrary usage. ToolMode base class and implementations in d:\GitHubStuff\sandbox\code\Weapons\ToolGun\Modes*.cs directory with 30+ tool implementations.
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