Add indicator showing amount of ghost roles available (#5150)
* Add indicator showing amount of ghost roles available * Make the indicator turn red if ghost roles are available
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@@ -16,6 +16,10 @@ namespace Content.Client.Ghost
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IGameHud _gameHud = default!;
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// Changes to this value are manually propagated.
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// No good way to get an event into the UI.
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public int AvailableGhostRoleCount { get; private set; } = 0;
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private bool _ghostVisibility;
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private bool GhostVisibility
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@@ -51,6 +55,7 @@ namespace Content.Client.Ghost
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SubscribeLocalEvent<GhostComponent, PlayerDetachedEvent>(OnGhostPlayerDetach);
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SubscribeNetworkEvent<GhostWarpsResponseEvent>(OnGhostWarpsResponse);
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SubscribeNetworkEvent<GhostUpdateGhostRoleCountEvent>(OnUpdateGhostRoleCount);
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}
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private void OnGhostInit(EntityUid uid, GhostComponent component, ComponentInit args)
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@@ -78,7 +83,7 @@ namespace Content.Client.Ghost
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// I hate UI I hate UI I Hate UI
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if (component.Gui == null)
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{
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component.Gui = new GhostGui(component, EntityManager.EntityNetManager!);
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component.Gui = new GhostGui(component, this, EntityManager.EntityNetManager!);
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component.Gui.Update();
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}
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@@ -113,5 +118,12 @@ namespace Content.Client.Ghost
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window.Populate();
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}
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}
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private void OnUpdateGhostRoleCount(GhostUpdateGhostRoleCountEvent msg)
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{
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AvailableGhostRoleCount = msg.AvailableGhostRoles;
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foreach (var ghost in EntityManager.EntityQuery<GhostComponent>(true))
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ghost.Gui?.Update();
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}
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}
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}
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@@ -1,3 +1,4 @@
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using Content.Client.Stylesheets;
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using Content.Shared.Ghost;
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using Robust.Client.Console;
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using Robust.Client.UserInterface;
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@@ -13,16 +14,18 @@ namespace Content.Client.Ghost.UI
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{
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private readonly Button _returnToBody = new() {Text = Loc.GetString("ghost-gui-return-to-body-button") };
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private readonly Button _ghostWarp = new() {Text = Loc.GetString("ghost-gui-ghost-warp-button") };
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private readonly Button _ghostRoles = new() {Text = Loc.GetString("ghost-gui-ghost-roles-button") };
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private readonly Button _ghostRoles = new();
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private readonly GhostComponent _owner;
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private readonly GhostSystem _system;
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public GhostTargetWindow? TargetWindow { get; }
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public GhostGui(GhostComponent owner, IEntityNetworkManager eventBus)
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public GhostGui(GhostComponent owner, GhostSystem system, IEntityNetworkManager eventBus)
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{
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IoCManager.InjectDependencies(this);
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_owner = owner;
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_system = system;
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TargetWindow = new GhostTargetWindow(eventBus);
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@@ -57,6 +60,15 @@ namespace Content.Client.Ghost.UI
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public void Update()
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{
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_returnToBody.Disabled = !_owner.CanReturnToBody;
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_ghostRoles.Text = Loc.GetString("ghost-gui-ghost-roles-button", ("count", _system.AvailableGhostRoleCount));
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if (_system.AvailableGhostRoleCount != 0)
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{
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_ghostRoles.StyleClasses.Add(StyleBase.ButtonCaution);
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}
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else
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{
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_ghostRoles.StyleClasses.Remove(StyleBase.ButtonCaution);
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}
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TargetWindow?.Populate();
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}
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@@ -6,6 +6,7 @@ using Content.Server.Ghost.Roles.Components;
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using Content.Server.Ghost.Roles.UI;
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using Content.Shared.GameTicking;
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using Content.Shared.Ghost.Roles;
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using Content.Shared.Ghost;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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@@ -13,6 +14,7 @@ using Robust.Shared.Console;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.ViewVariables;
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using Robust.Shared.Enums;
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namespace Content.Server.Ghost.Roles
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{
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@@ -20,8 +22,10 @@ namespace Content.Server.Ghost.Roles
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public class GhostRoleSystem : EntitySystem
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{
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[Dependency] private readonly EuiManager _euiManager = default!;
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[Dependency] private IPlayerManager _playerManager = default!;
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private uint _nextRoleIdentifier = 0;
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private bool _needsUpdateGhostRoleCount = true;
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private readonly Dictionary<uint, GhostRoleComponent> _ghostRoles = new();
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private readonly Dictionary<IPlayerSession, GhostRolesEui> _openUis = new();
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private readonly Dictionary<IPlayerSession, MakeGhostRoleEui> _openMakeGhostRoleUis = new();
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@@ -35,6 +39,15 @@ namespace Content.Server.Ghost.Roles
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SubscribeLocalEvent<RoundRestartCleanupEvent>(Reset);
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SubscribeLocalEvent<PlayerAttachedEvent>(OnPlayerAttached);
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_playerManager.PlayerStatusChanged += PlayerStatusChanged;
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_playerManager.PlayerStatusChanged -= PlayerStatusChanged;
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}
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private uint GetNextRoleIdentifier()
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@@ -91,6 +104,31 @@ namespace Content.Server.Ghost.Roles
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{
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eui.StateDirty();
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}
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// Note that this, like the EUIs, is deferred.
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// This is for roughly the same reasons, too:
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// Someone might spawn a ton of ghost roles at once.
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_needsUpdateGhostRoleCount = true;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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if (_needsUpdateGhostRoleCount)
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{
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_needsUpdateGhostRoleCount = false;
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var response = new GhostUpdateGhostRoleCountEvent(_ghostRoles.Count);
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foreach (var player in _playerManager.GetAllPlayers())
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RaiseNetworkEvent(response, player.ConnectedClient);
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}
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}
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private void PlayerStatusChanged(object? blah, SessionStatusEventArgs args)
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{
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if (args.NewStatus == SessionStatus.InGame)
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{
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var response = new GhostUpdateGhostRoleCountEvent(_ghostRoles.Count);
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RaiseNetworkEvent(response, args.Session.ConnectedClient);
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}
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}
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public void RegisterGhostRole(GhostRoleComponent role)
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@@ -113,4 +113,15 @@ namespace Content.Shared.Ghost
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public class GhostReturnToBodyRequest : EntityEventArgs
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{
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}
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[Serializable, NetSerializable]
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public class GhostUpdateGhostRoleCountEvent : EntityEventArgs
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{
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public int AvailableGhostRoles { get; }
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public GhostUpdateGhostRoleCountEvent(int v)
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{
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AvailableGhostRoles = v;
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}
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}
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}
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@@ -1,6 +1,6 @@
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ghost-gui-return-to-body-button = Return to body
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ghost-gui-ghost-warp-button = Ghost Warp
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ghost-gui-ghost-roles-button = Ghost Roles
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ghost-gui-ghost-roles-button = Ghost Roles ({$count})
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ghost-target-window-title = Ghost Warp
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ghost-target-window-current-button = Warp: {$name}
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