Feature/door remote radial (#36378)
* it works! kinda * so it works now * minor cleanup * central button now is useful too * more cleanup * minor cleanup * more cleanup * refactor: migrated code from toolbox (as it was rejected as too specific) * feat: moved border drawing for radial menu into RadialMenuTextureButton. Radial menu position setting into was moved to OverrideArrange to not being called on every frame * refactor: major reworks! * renamed DrawBagleSector to DrawAnnulusSector * Remove strange indexing * Regularize math * refactor: re-orienting segment elements to be Y-mirrored * refactor: extracted radial menu radius multiplier property, changed color pallet for radial menu button * refactor: removed icon backgrounds on textures used in current radial menu buttons with sectors, RadialContainer Radius renamed and now actually changed control radius. * refactor: in RadialMenuTextureButtonWithSector all sector colors are converted to and from sRGB in property getter-setters * refactor: renamed srgb to include Srgb suffix so devs gonna see that its srgb clearly * fix: enabled any functional keys pressed when pushing radial menu buttons * fix: radial menu sector now scales with UIScale * fix: accept only one event when clicking on radial menu ContextualButton * fix: now radial menu buttons accepts only click/alt-click, now clicks outside menu closes menu always * feat: simple radial menu prototype for easier creation * refactor: cleanup, restored emote filtering, button models now have class hierarchy * refactor: remove usage of closure from 'outside code' * refactor: remove non existing type from UiControlTest * refactor: remove unused using * refactor: revert ability to declare radial menu layers in xaml, scale 32px sprites using scale in radial menu * refactor: whitespaces * feat: now door remote have some kind of ui to switch mode * refactor: subscribe for dispose on existing radial menus * feat: now simple radial menu button models can have custom color for each sector background (and hover background color). Also added OpenOverMouseScreenPosition inside SimpleRadialMenu * fix: AI door menu now can be closed by verb if it gets unpowered * refactor: simplify code for DoorRemoteBoundUserInterface * fix open/close mode sprite * remove broken merge changes * refactor: changed DoorRemoteSystem to be fully in shared * refactor: localize DoorRemoteBoundUserInterface * refactor: fix multiple invocation for TryToggleDoor inside DoorRemoteSystem on prediction * refactor: extracted sprites and loc strings into prototype for cleaner code. Currently selected mode now have different background. * refactor: changed hover selected color to recommmended * refactor: reuse stylenano colors! * review * refactor: remove StyleNano reference * refactor: revert removal of item status for door remote * refactor: fix status control misprediction * refactor: remove invalid comments, rename client DoorRemoteSystem comp after handle method * refactor: fix DoorRemoteStatusControl not displaying status on entity pickup --------- Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru> Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
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@@ -1,108 +1,5 @@
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using Content.Server.Administration.Logs;
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using Content.Server.Doors.Systems;
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using Content.Server.Power.EntitySystems;
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using Content.Shared.Access.Components;
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using Content.Shared.Database;
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using Content.Shared.Doors.Components;
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using Content.Shared.Examine;
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using Content.Shared.Interaction;
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using Content.Shared.Remotes.Components;
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using Content.Shared.Remotes.EntitySystems;
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namespace Content.Shared.Remotes
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{
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public sealed class DoorRemoteSystem : SharedDoorRemoteSystem
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{
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly AirlockSystem _airlock = default!;
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[Dependency] private readonly DoorSystem _doorSystem = default!;
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[Dependency] private readonly ExamineSystemShared _examine = default!;
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namespace Content.Server.Remotes;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DoorRemoteComponent, BeforeRangedInteractEvent>(OnBeforeInteract);
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}
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private void OnBeforeInteract(Entity<DoorRemoteComponent> entity, ref BeforeRangedInteractEvent args)
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{
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bool isAirlock = TryComp<AirlockComponent>(args.Target, out var airlockComp);
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if (args.Handled
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|| args.Target == null
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|| !TryComp<DoorComponent>(args.Target, out var doorComp) // If it isn't a door we don't use it
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// Only able to control doors if they are within your vision and within your max range.
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// Not affected by mobs or machines anymore.
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|| !_examine.InRangeUnOccluded(args.User,
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args.Target.Value,
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SharedInteractionSystem.MaxRaycastRange,
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null))
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{
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return;
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}
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args.Handled = true;
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if (!this.IsPowered(args.Target.Value, EntityManager))
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{
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Popup.PopupEntity(Loc.GetString("door-remote-no-power"), args.User, args.User);
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return;
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}
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var accessTarget = args.Used;
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// This covers the accesses the REMOTE has, and is not effected by the user's ID card.
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if (entity.Comp.IncludeUserAccess) // Allows some door remotes to inherit the user's access.
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{
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accessTarget = args.User;
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// This covers the accesses the USER has, which always includes the remote's access since holding a remote acts like holding an ID card.
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}
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if (TryComp<AccessReaderComponent>(args.Target, out var accessComponent)
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&& !_doorSystem.HasAccess(args.Target.Value, accessTarget, doorComp, accessComponent))
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{
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if (isAirlock)
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_doorSystem.Deny(args.Target.Value, doorComp, accessTarget);
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Popup.PopupEntity(Loc.GetString("door-remote-denied"), args.User, args.User);
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return;
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}
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switch (entity.Comp.Mode)
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{
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case OperatingMode.OpenClose:
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if (_doorSystem.TryToggleDoor(args.Target.Value, doorComp, accessTarget))
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_adminLogger.Add(LogType.Action,
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LogImpact.Medium,
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$"{ToPrettyString(args.User):player} used {ToPrettyString(args.Used)} on {ToPrettyString(args.Target.Value)}: {doorComp.State}");
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break;
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case OperatingMode.ToggleBolts:
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if (TryComp<DoorBoltComponent>(args.Target, out var boltsComp))
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{
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if (!boltsComp.BoltWireCut)
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{
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_doorSystem.SetBoltsDown((args.Target.Value, boltsComp), !boltsComp.BoltsDown, accessTarget);
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_adminLogger.Add(LogType.Action,
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LogImpact.Medium,
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$"{ToPrettyString(args.User):player} used {ToPrettyString(args.Used)} on {ToPrettyString(args.Target.Value)} to {(boltsComp.BoltsDown ? "" : "un")}bolt it");
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}
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}
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break;
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case OperatingMode.ToggleEmergencyAccess:
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if (airlockComp != null)
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{
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_airlock.SetEmergencyAccess((args.Target.Value, airlockComp), !airlockComp.EmergencyAccess);
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_adminLogger.Add(LogType.Action,
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LogImpact.Medium,
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$"{ToPrettyString(args.User):player} used {ToPrettyString(args.Used)} on {ToPrettyString(args.Target.Value)} to set emergency access {(airlockComp.EmergencyAccess ? "on" : "off")}");
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}
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break;
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default:
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throw new InvalidOperationException(
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$"{nameof(DoorRemoteComponent)} had invalid mode {entity.Comp.Mode}");
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}
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}
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}
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}
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public sealed class DoorRemoteSystem : SharedDoorRemoteSystem;
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