Explosion refactor TEST MERG (#6995)
* Explosions * fix yaml typo and prevent silly UI inputs * oop Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
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using Content.Shared.Explosion;
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using JetBrains.Annotations;
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using Robust.Client.AutoGenerated;
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using Robust.Client.Console;
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using Robust.Client.Player;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Client.UserInterface.XAML;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using static Robust.Client.UserInterface.Controls.BaseButton;
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using static Robust.Client.UserInterface.Controls.OptionButton;
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namespace Content.Client.Administration.UI.SpawnExplosion;
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[GenerateTypedNameReferences]
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[UsedImplicitly]
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public sealed partial class SpawnExplosionWindow : DefaultWindow
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{
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[Dependency] private readonly IClientConsoleHost _conHost = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IEntityManager _entMan = default!;
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private readonly SpawnExplosionEui _eui;
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private List<MapId> _mapData = new();
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private List<string> _explosionTypes = new();
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/// <summary>
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/// Used to prevent unnecessary preview updates when setting fields (e.g., updating position)..
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/// </summary>
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private bool _pausePreview;
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public SpawnExplosionWindow(SpawnExplosionEui eui)
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{
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RobustXamlLoader.Load(this);
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IoCManager.InjectDependencies(this);
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_eui = eui;
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ExplosionOption.OnItemSelected += ExplosionSelected;
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MapOptions.OnItemSelected += MapSelected;
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Recentre.OnPressed += (_) => SetLocation();
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Spawn.OnPressed += SubmitButtonOnOnPressed;
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Preview.OnToggled += (_) => UpdatePreview();
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MapX.OnValueChanged += (_) => UpdatePreview();
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MapY.OnValueChanged += (_) => UpdatePreview();
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Intensity.OnValueChanged += (_) => UpdatePreview();
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Slope.OnValueChanged += (_) => UpdatePreview();
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MaxIntensity.OnValueChanged += (_) => UpdatePreview();
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}
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private void ExplosionSelected(ItemSelectedEventArgs args)
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{
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ExplosionOption.SelectId(args.Id);
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UpdatePreview();
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}
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private void MapSelected(ItemSelectedEventArgs args)
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{
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MapOptions.SelectId(args.Id);
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UpdatePreview();
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}
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protected override void EnteredTree()
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{
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SetLocation();
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UpdateExplosionTypeOptions();
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}
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private void UpdateExplosionTypeOptions()
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{
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_explosionTypes.Clear();
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ExplosionOption.Clear();
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foreach (var type in _prototypeManager.EnumeratePrototypes<ExplosionPrototype>())
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{
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_explosionTypes.Add(type.ID);
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ExplosionOption.AddItem(type.ID);
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}
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}
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private void UpdateMapOptions()
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{
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_mapData.Clear();
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MapOptions.Clear();
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foreach (var map in _mapManager.GetAllMapIds())
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{
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_mapData.Add(map);
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MapOptions.AddItem(map.ToString());
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}
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}
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/// <summary>
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/// Set the current grid & indices based on the attached entities current location.
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/// </summary>
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private void SetLocation()
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{
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UpdateMapOptions();
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if (!_entMan.TryGetComponent(_playerManager.LocalPlayer?.ControlledEntity, out TransformComponent? transform))
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return;
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_pausePreview = true;
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MapOptions.Select(_mapData.IndexOf(transform.MapID));
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(MapX.Value, MapY.Value) = transform.MapPosition.Position;
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_pausePreview = false;
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UpdatePreview();
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}
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private void UpdatePreview()
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{
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if (_pausePreview)
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return;
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if (!Preview.Pressed)
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{
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_eui.ClearOverlay();
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return;
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}
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MapCoordinates coords = new((MapX.Value, MapY.Value), _mapData[MapOptions.SelectedId]);
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var explosionType = _explosionTypes[ExplosionOption.SelectedId];
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_eui.RequestPreviewData(coords, explosionType, Intensity.Value, Slope.Value, MaxIntensity.Value);
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}
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private void SubmitButtonOnOnPressed(ButtonEventArgs args)
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{
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// need to make room to view the fireworks
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Preview.Pressed = false;
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_eui.ClearOverlay();
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// for the actual explosion, we will just re-use the explosion command.
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// so assemble command arguments:
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var mapId = _mapData[MapOptions.SelectedId];
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var explosionType = _explosionTypes[ExplosionOption.SelectedId];
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var cmd = $"explosion {Intensity.Value} {Slope.Value} {MaxIntensity.Value} {MapX.Value} {MapY.Value} {mapId} {explosionType}";
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_conHost.ExecuteCommand(cmd);
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}
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}
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