Fix crew monitor for rotated eyes (#11931)

This commit is contained in:
Leon Friedrich
2022-10-16 13:07:42 +13:00
committed by GitHub
parent c44f173f5e
commit 6e6ddc0cb8
5 changed files with 38 additions and 36 deletions

View File

@@ -27,7 +27,7 @@ namespace Content.Client.Medical.CrewMonitoring
switch (state)
{
case CrewMonitoringState st:
_menu?.ShowSensors(st.Sensors, st.WorldPosition, st.WorldRotation, st.Snap, st.Precision);
_menu?.ShowSensors(st.Sensors, st.WorldPosition, st.Snap, st.Precision);
break;
}
}

View File

@@ -1,11 +1,13 @@
using Content.Client.UserInterface.Controls;
using Content.Shared.Medical.SuitSensor;
using Robust.Client.AutoGenerated;
using Robust.Client.Graphics;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.CustomControls;
using Robust.Client.UserInterface.XAML;
using Robust.Shared.Map;
using Robust.Shared.Timing;
using static Robust.Client.UserInterface.Controls.BoxContainer;
namespace Content.Client.Medical.CrewMonitoring
@@ -14,15 +16,18 @@ namespace Content.Client.Medical.CrewMonitoring
public sealed partial class CrewMonitoringWindow : DefaultWindow
{
private List<Control> _rowsContent = new();
private List<(DirectionIcon Icon, Vector2 Position)> _directionIcons = new();
private readonly IEyeManager _eye;
public static int IconSize = 16; // XAML has a `VSeparationOverride` of 20 for each row.
public CrewMonitoringWindow()
{
RobustXamlLoader.Load(this);
_eye = IoCManager.Resolve<IEyeManager>();
}
public void ShowSensors(List<SuitSensorStatus> stSensors, Vector2 worldPosition, Angle worldRotation, bool snap, float precision)
public void ShowSensors(List<SuitSensorStatus> stSensors, Vector2 worldPosition, bool snap, float precision)
{
ClearAllSensors();
@@ -61,13 +66,13 @@ namespace Content.Client.Medical.CrewMonitoring
// add users positions
// format: (x, y)
var box = GetPositionBox(sensor.Coordinates, worldPosition, worldRotation, snap, precision);
var box = GetPositionBox(sensor.Coordinates, worldPosition, snap, precision);
SensorsTable.AddChild(box);
_rowsContent.Add(box);
}
}
private BoxContainer GetPositionBox(MapCoordinates? coordinates, Vector2 sensorPosition, Angle sensorRotation, bool snap, float precision)
private BoxContainer GetPositionBox(MapCoordinates? coordinates, Vector2 sensorPosition, bool snap, float precision)
{
var box = new BoxContainer() { Orientation = LayoutOrientation.Horizontal };
@@ -85,19 +90,30 @@ namespace Content.Client.Medical.CrewMonitoring
{
// todo: add locations names (kitchen, bridge, etc)
var pos = (Vector2i) coordinates.Value.Position;
var relPos = coordinates.Value.Position - sensorPosition;
var dirIcon = new DirectionIcon(relPos, sensorRotation, snap, minDistance: precision)
var dirIcon = new DirectionIcon(snap, precision)
{
SetSize = (IconSize, IconSize),
Margin = new(0, 0, 4, 0)
};
box.AddChild(dirIcon);
box.AddChild(new Label() { Text = pos.ToString() });
_directionIcons.Add((dirIcon, coordinates.Value.Position - sensorPosition));
}
return box;
}
protected override void FrameUpdate(FrameEventArgs args)
{
// the window is separate from any specific viewport, so there is no real way to get an eye-rotation without
// using IEyeManager. Eventually this will have to be reworked for a station AI with multi-viewports.
foreach (var (icon, pos) in _directionIcons)
{
icon.UpdateDirection(pos, -_eye.CurrentEye.Rotation);
}
}
private void ClearAllSensors()
{
foreach (var child in _rowsContent)

View File

@@ -16,6 +16,8 @@ public sealed class DirectionIcon : TextureRect
public static string StyleClassDirectionIconUnknown = "direction-icon-unknown"; // unknown direction / error
private Angle? _rotation;
private bool _snap;
float _minDistance;
public Angle? Rotation
{
@@ -33,29 +35,27 @@ public sealed class DirectionIcon : TextureRect
SetOnlyStyleClass(StyleClassDirectionIconUnknown);
}
public DirectionIcon(Direction direction) : this()
public DirectionIcon(bool snap = true, float minDistance = 0.1f) : this()
{
_snap = snap;
_minDistance = minDistance;
}
public void UpdateDirection(Direction direction)
{
Rotation = direction.ToAngle();
}
/// <summary>
/// Creates an icon with an arrow pointing in some direction.
/// </summary>
/// <param name="direction">The direction</param>
/// <param name="relativeAngle">The relative angle. This may be the players eye rotation, the grid rotation, or
/// maybe the world rotation of the entity that owns some BUI</param>
/// <param name="snap">If true, will snap the nearest cardinal or diagonal direction</param>
/// <param name="minDistance">If the distance is less than this, the arrow icon will be replaced by some other indicator</param>
public DirectionIcon(Vector2 direction, Angle relativeAngle, bool snap, float minDistance = 0.1f) : this()
public void UpdateDirection(Vector2 direction, Angle relativeAngle)
{
if (direction.EqualsApprox(Vector2.Zero, minDistance))
if (direction.EqualsApprox(Vector2.Zero, _minDistance))
{
SetOnlyStyleClass(StyleClassDirectionIconHere);
return;
}
var rotation = direction.ToWorldAngle() - relativeAngle;
Rotation = snap ? rotation.GetDir().ToAngle() : rotation;
Rotation = _snap ? rotation.GetDir().ToAngle() : rotation;
}
protected override void Draw(DrawingHandleScreen handle)

View File

@@ -3,8 +3,6 @@ using Content.Server.DeviceNetwork.Systems;
using Content.Server.Medical.SuitSensors;
using Content.Server.UserInterface;
using Content.Shared.Medical.CrewMonitoring;
using Content.Shared.Movement.Components;
using Robust.Shared.Map;
using Robust.Shared.Timing;
namespace Content.Server.Medical.CrewMonitoring
@@ -12,8 +10,8 @@ namespace Content.Server.Medical.CrewMonitoring
public sealed class CrewMonitoringConsoleSystem : EntitySystem
{
[Dependency] private readonly SuitSensorSystem _sensors = default!;
[Dependency] private readonly SharedTransformSystem _xform = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
private const float UpdateRate = 3f;
private float _updateDif;
@@ -67,20 +65,10 @@ namespace Content.Server.Medical.CrewMonitoring
if (ui == null)
return;
// For directional arrows, we need to fetch the monitor's transform data
var xform = Transform(uid);
var (worldPos, worldRot) = xform.GetWorldPositionRotation();
// In general, the directions displayed depend on either the orientation of the grid, or the orientation of
// the monitor. But in the special case where the monitor IS a player (i.e., admin ghost), we base it off
// the players eye rotation. We don't know what that is for sure, but we know their last grid angle, which
// should work well enough?
if (_mapManager.TryGetGrid(xform.GridUid, out var grid))
worldRot = grid.WorldRotation;
// update all sensors info
var worldPos = _xform.GetWorldPosition(uid);
var allSensors = component.ConnectedSensors.Values.ToList();
var uiState = new CrewMonitoringState(allSensors, worldPos, worldRot, component.Snap, component.Precision);
var uiState = new CrewMonitoringState(allSensors, worldPos, component.Snap, component.Precision);
ui.SetState(uiState);
}

View File

@@ -14,15 +14,13 @@ namespace Content.Shared.Medical.CrewMonitoring
{
public List<SuitSensorStatus> Sensors;
public readonly Vector2 WorldPosition;
public readonly Angle WorldRotation;
public readonly bool Snap;
public readonly float Precision;
public CrewMonitoringState(List<SuitSensorStatus> sensors, Vector2 worldPosition, Angle worldRot, bool snap, float precision)
public CrewMonitoringState(List<SuitSensorStatus> sensors, Vector2 worldPosition, bool snap, float precision)
{
Sensors = sensors;
WorldPosition = worldPosition;
WorldRotation = worldRot;
Snap = snap;
Precision = precision;
}