Refactoring of solar control console (#4072)

* Refactor/fix client-side of solar control computer (introduce ComputerBoundUserInterface & fix bugs)

* Refactor server side of solar control computer (introduce BaseComputerUserInterfaceComponent)

* If you can't interact, then messages to computers are blocked.

* Add 'not powered' messages, migrate activation logic partially to an EntitySystem

* Move solar control console to a XAML UI

* Remove useless comment on UserInterfaceKey

* BaseComputerUserInterfaceComponent: Remove EnsureComponent<PowerReceiver>, it's not necessary

* Fix solar panel occlusion check direction

* Solar Control Console refactors/etc. : Handle namespace renames
This commit is contained in:
20kdc
2021-06-16 15:49:02 +01:00
committed by GitHub
parent 69969bbdc6
commit a2f5c953dc
11 changed files with 466 additions and 268 deletions

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using System;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.CustomControls;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Timing;
namespace Content.Client.GameObjects.Components
{
/// <summary>
/// ComputerBoundUserInterface shunts all sorts of responsibilities that are in the BoundUserInterface for architectural reasons into the Window.
/// NOTE: Despite the name, ComputerBoundUserInterface does not and will not care about things like power.
/// </summary>
public class ComputerBoundUserInterface<W, S> : ComputerBoundUserInterfaceBase where W : BaseWindow, IComputerWindow<S>, new() where S : BoundUserInterfaceState
{
[Dependency] private readonly IDynamicTypeFactory _dynamicTypeFactory = default!;
private W? _window;
protected override void Open()
{
base.Open();
_window = (W) _dynamicTypeFactory.CreateInstance(typeof(W));
_window.SetupComputerWindow(this);
_window.OnClose += Close;
_window.OpenCentered();
}
// Alas, this constructor has to be copied to the subclass. :(
public ComputerBoundUserInterface(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey) {}
protected override void UpdateState(BoundUserInterfaceState state)
{
base.UpdateState(state);
if (_window == null)
{
return;
}
_window.UpdateState((S) state);
}
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
if (disposing)
{
_window?.Dispose();
}
}
}
/// <summary>
/// This class is to avoid a lot of <> being written when we just want to refer to SendMessage.
/// We could instead qualify a lot of generics even further, but that is a waste of time.
/// </summary>
public class ComputerBoundUserInterfaceBase : BoundUserInterface
{
public ComputerBoundUserInterfaceBase(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey) {}
public void SendMessage(BoundUserInterfaceMessage msg)
{
base.SendMessage(msg);
}
}
public interface IComputerWindow<S>
{
void SetupComputerWindow(ComputerBoundUserInterfaceBase cb) {}
void UpdateState(S state) {}
}
}

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<SS14Window xmlns="https://spacestation14.io"
xmlns:scc="clr-namespace:Content.Client.GameObjects.Components.Power"
Title="{Loc 'solar-control-window-title'}"
Resizable="False">
<HBoxContainer>
<GridContainer Columns="2">
<!--
little secret: the reason I put the values
in the first column is because otherwise the UI
layouter autoresizes the window to be too small
-->
<Label Text="{Loc 'solar-control-window-output-power'}"/><Label Text=""/>
<Label Name="OutputPower"/><Label Text="{Loc 'solar-control-window-watts'}"/>
<Label Text="{Loc 'solar-control-window-sun-angle'}"/><Label Text=""/>
<Label Name="SunAngle"/><Label Text="{Loc 'solar-control-window-degrees'}"/>
<Label Text="{Loc 'solar-control-window-panel-angle'}"/><Label Text=""/>
<LineEdit Name="PanelRotation" HorizontalExpand="True"/><Label Text="{Loc 'solar-control-window-degrees'}"/>
<Label Text="{Loc 'solar-control-window-panel-angular-velocity'}"/><Label Text=""/>
<LineEdit Name="PanelVelocity" HorizontalExpand="True"/><Label Text="{Loc 'solar-control-window-degrees-per-minute'}"/>
<Label Text="{Loc 'solar-control-window-press-enter-to-confirm'}"/><Label Text=""/>
</GridContainer>
<scc:SolarControlNotARadar Name="NotARadar"/>
</HBoxContainer>
</SS14Window>

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using System;
using JetBrains.Annotations;
using Content.Shared.Solar;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.AutoGenerated;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.XAML;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.CustomControls;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Localization;
using Robust.Shared.Maths;
using Robust.Shared.Timing;
namespace Content.Client.GameObjects.Components.Power
{
[GenerateTypedNameReferences]
public sealed partial class SolarControlWindow : SS14Window, IComputerWindow<SolarControlConsoleBoundInterfaceState>
{
private SolarControlConsoleBoundInterfaceState _lastState = new(0, 0, 0, 0);
public SolarControlWindow()
{
RobustXamlLoader.Load(this);
}
public void SetupComputerWindow(ComputerBoundUserInterfaceBase cb)
{
PanelRotation.OnTextEntered += (text) => {
double value;
if (double.TryParse(text.Text, out value))
{
SolarControlConsoleAdjustMessage msg = new SolarControlConsoleAdjustMessage();
msg.Rotation = Angle.FromDegrees(value);
msg.AngularVelocity = _lastState.AngularVelocity;
cb.SendMessage(msg);
// Predict this...
_lastState.Rotation = msg.Rotation;
NotARadar.UpdateState(_lastState);
}
};
PanelVelocity.OnTextEntered += (text) => {
double value;
if (double.TryParse(text.Text, out value))
{
SolarControlConsoleAdjustMessage msg = new SolarControlConsoleAdjustMessage();
msg.Rotation = NotARadar.PredictedPanelRotation;
msg.AngularVelocity = Angle.FromDegrees(value / 60);
cb.SendMessage(msg);
// Predict this...
_lastState.Rotation = NotARadar.PredictedPanelRotation;
_lastState.AngularVelocity = msg.AngularVelocity;
NotARadar.UpdateState(_lastState);
}
};
}
private string FormatAngle(Angle d)
{
return d.Degrees.ToString("F1");
}
// The idea behind this is to prevent every update from the server
// breaking the textfield.
private void UpdateField(LineEdit field, string newValue)
{
if (!field.HasKeyboardFocus())
{
field.Text = newValue;
}
}
public void UpdateState(SolarControlConsoleBoundInterfaceState scc)
{
_lastState = scc;
NotARadar.UpdateState(scc);
OutputPower.Text = ((int) MathF.Floor(scc.OutputPower)).ToString();
SunAngle.Text = FormatAngle(scc.TowardsSun);
UpdateField(PanelRotation, FormatAngle(scc.Rotation));
UpdateField(PanelVelocity, FormatAngle(scc.AngularVelocity * 60));
}
}
public sealed class SolarControlNotARadar : Control
{
// This is used for client-side prediction of the panel rotation.
// This makes the display feel a lot smoother.
private IGameTiming _gameTiming = IoCManager.Resolve<IGameTiming>();
private SolarControlConsoleBoundInterfaceState _lastState = new(0, 0, 0, 0);
private TimeSpan _lastStateTime = TimeSpan.Zero;
public const int StandardSizeFull = 290;
public const int StandardRadiusCircle = 140;
public int SizeFull => (int) (StandardSizeFull * UIScale);
public int RadiusCircle => (int) (StandardRadiusCircle * UIScale);
public SolarControlNotARadar()
{
MinSize = (SizeFull, SizeFull);
}
public void UpdateState(SolarControlConsoleBoundInterfaceState ls)
{
_lastState = ls;
_lastStateTime = _gameTiming.CurTime;
}
public Angle PredictedPanelRotation => _lastState.Rotation + (_lastState.AngularVelocity * ((_gameTiming.CurTime - _lastStateTime).TotalSeconds));
protected override void Draw(DrawingHandleScreen handle)
{
var point = SizeFull / 2;
var fakeAA = new Color(0.08f, 0.08f, 0.08f);
var gridLines = new Color(0.08f, 0.08f, 0.08f);
var panelExtentCutback = 4;
var gridLinesRadial = 8;
var gridLinesEquatorial = 8;
// Draw base
handle.DrawCircle((point, point), RadiusCircle + 1, fakeAA);
handle.DrawCircle((point, point), RadiusCircle, Color.Black);
// Draw grid lines
for (var i = 0; i < gridLinesEquatorial; i++)
{
handle.DrawCircle((point, point), (RadiusCircle / gridLinesEquatorial) * i, gridLines, false);
}
for (var i = 0; i < gridLinesRadial; i++)
{
Angle angle = (Math.PI / gridLinesRadial) * i;
var aExtent = angle.ToVec() * RadiusCircle;
handle.DrawLine((point, point) - aExtent, (point, point) + aExtent, gridLines);
}
// The rotations need to be adjusted because Y is inverted in Robust (like BYOND)
Vector2 rotMul = (1, -1);
// Hotfix corrections I don't understand
Angle rotOfs = new Angle(Math.PI * -0.5);
Angle predictedPanelRotation = PredictedPanelRotation;
var extent = (predictedPanelRotation + rotOfs).ToVec() * rotMul * RadiusCircle;
Vector2 extentOrtho = (extent.Y, -extent.X);
handle.DrawLine((point, point) - extentOrtho, (point, point) + extentOrtho, Color.White);
handle.DrawLine((point, point) + (extent / panelExtentCutback), (point, point) + extent - (extent / panelExtentCutback), Color.DarkGray);
var sunExtent = (_lastState.TowardsSun + rotOfs).ToVec() * rotMul * RadiusCircle;
handle.DrawLine((point, point) + sunExtent, (point, point), Color.Yellow);
}
}
[UsedImplicitly]
public class SolarControlConsoleBoundUserInterface : ComputerBoundUserInterface<SolarControlWindow, SolarControlConsoleBoundInterfaceState>
{
public SolarControlConsoleBoundUserInterface(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey) {}
}
}

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@@ -1,227 +0,0 @@
using System;
using Content.Shared.Solar;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.CustomControls;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Timing;
namespace Content.Client.Solar
{
[UsedImplicitly]
public class SolarControlConsoleBoundUserInterface : BoundUserInterface
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
private SolarControlWindow? _window;
private SolarControlConsoleBoundInterfaceState _lastState = new(0, 0, 0, 0);
protected override void Open()
{
base.Open();
_window = new SolarControlWindow(_gameTiming);
_window.OnClose += Close;
_window.PanelRotation.OnTextEntered += (text) => {
double value;
if (double.TryParse(text.Text, out value))
{
SolarControlConsoleAdjustMessage msg = new SolarControlConsoleAdjustMessage();
msg.Rotation = Angle.FromDegrees(value);
msg.AngularVelocity = _lastState.AngularVelocity;
SendMessage(msg);
}
};
_window.PanelVelocity.OnTextEntered += (text) => {
double value;
if (double.TryParse(text.Text, out value))
{
SolarControlConsoleAdjustMessage msg = new SolarControlConsoleAdjustMessage();
msg.Rotation = _lastState.Rotation;
msg.AngularVelocity = Angle.FromDegrees(value / 60);
SendMessage(msg);
}
};
_window.OpenCentered();
}
public SolarControlConsoleBoundUserInterface(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey)
{
}
private string FormatAngle(Angle d)
{
return d.Degrees.ToString("F1");
}
// The idea behind this is to prevent every update from the server
// breaking the textfield.
private void UpdateField(LineEdit field, string newValue)
{
if (!field.HasKeyboardFocus())
{
field.Text = newValue;
}
}
protected override void UpdateState(BoundUserInterfaceState state)
{
base.UpdateState(state);
if (_window == null)
{
return;
}
SolarControlConsoleBoundInterfaceState scc = (SolarControlConsoleBoundInterfaceState) state;
_lastState = scc;
_window.NotARadar.UpdateState(scc);
_window.OutputPower.Text = ((int) MathF.Floor(scc.OutputPower)).ToString();
_window.SunAngle.Text = FormatAngle(scc.TowardsSun);
UpdateField(_window.PanelRotation, FormatAngle(scc.Rotation));
UpdateField(_window.PanelVelocity, FormatAngle(scc.AngularVelocity * 60));
}
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
if (disposing)
{
_window?.Dispose();
}
}
private sealed class SolarControlWindow : SS14Window
{
public readonly Label OutputPower;
public readonly Label SunAngle;
public readonly SolarControlNotARadar NotARadar;
public readonly LineEdit PanelRotation;
public readonly LineEdit PanelVelocity;
public SolarControlWindow(IGameTiming igt)
{
Title = "Solar Control Window";
var rows = new GridContainer();
rows.Columns = 2;
// little secret: the reason I put the values
// in the first column is because otherwise the UI
// layouter autoresizes the window to be too small
rows.AddChild(new Label {Text = "Output Power:"});
rows.AddChild(new Label {Text = ""});
rows.AddChild(OutputPower = new Label {Text = "?"});
rows.AddChild(new Label {Text = "W"});
rows.AddChild(new Label {Text = "Sun Angle:"});
rows.AddChild(new Label {Text = ""});
rows.AddChild(SunAngle = new Label {Text = "?"});
rows.AddChild(new Label {Text = "°"});
rows.AddChild(new Label {Text = "Panel Angle:"});
rows.AddChild(new Label {Text = ""});
rows.AddChild(PanelRotation = new LineEdit());
rows.AddChild(new Label {Text = "°"});
rows.AddChild(new Label {Text = "Panel Angular Velocity:"});
rows.AddChild(new Label {Text = ""});
rows.AddChild(PanelVelocity = new LineEdit());
rows.AddChild(new Label {Text = "°/min."});
rows.AddChild(new Label {Text = "Press Enter to confirm."});
rows.AddChild(new Label {Text = ""});
PanelRotation.HorizontalExpand = true;
PanelVelocity.HorizontalExpand = true;
NotARadar = new SolarControlNotARadar(igt);
var outerColumns = new HBoxContainer();
outerColumns.AddChild(rows);
outerColumns.AddChild(NotARadar);
Contents.AddChild(outerColumns);
Resizable = false;
}
}
private sealed class SolarControlNotARadar : Control
{
// IoC doesn't apply here, so it's propagated from the parent class.
// This is used for client-side prediction of the panel rotation.
// This makes the display feel a lot smoother.
private IGameTiming _gameTiming;
private SolarControlConsoleBoundInterfaceState _lastState = new(0, 0, 0, 0);
private TimeSpan _lastStateTime = TimeSpan.Zero;
public const int SizeFull = 290;
public const int RadiusCircle = 140;
public SolarControlNotARadar(IGameTiming igt)
{
_gameTiming = igt;
MinSize = (SizeFull, SizeFull);
}
public void UpdateState(SolarControlConsoleBoundInterfaceState ls)
{
_lastState = ls;
_lastStateTime = _gameTiming.CurTime;
}
protected override void Draw(DrawingHandleScreen handle)
{
var point = SizeFull / 2;
var fakeAA = new Color(0.08f, 0.08f, 0.08f);
var gridLines = new Color(0.08f, 0.08f, 0.08f);
var panelExtentCutback = 4;
var gridLinesRadial = 8;
var gridLinesEquatorial = 8;
// Draw base
handle.DrawCircle((point, point), RadiusCircle + 1, fakeAA);
handle.DrawCircle((point, point), RadiusCircle, Color.Black);
// Draw grid lines
for (var i = 0; i < gridLinesEquatorial; i++)
{
handle.DrawCircle((point, point), (RadiusCircle / gridLinesEquatorial) * i, gridLines, false);
}
for (var i = 0; i < gridLinesRadial; i++)
{
Angle angle = (Math.PI / gridLinesRadial) * i;
var aExtent = angle.ToVec() * RadiusCircle;
handle.DrawLine((point, point) - aExtent, (point, point) + aExtent, gridLines);
}
// The rotations need to be adjusted because Y is inverted in Robust (like BYOND)
Vector2 rotMul = (1, -1);
Angle predictedPanelRotation = _lastState.Rotation + (_lastState.AngularVelocity * ((_gameTiming.CurTime - _lastStateTime).TotalSeconds));
var extent = predictedPanelRotation.ToVec() * rotMul * RadiusCircle;
Vector2 extentOrtho = (extent.Y, -extent.X);
handle.DrawLine((point, point) - extentOrtho, (point, point) + extentOrtho, Color.White);
handle.DrawLine((point, point) + (extent / panelExtentCutback), (point, point) + extent - (extent / panelExtentCutback), Color.DarkGray);
var sunExtent = _lastState.TowardsSun.ToVec() * rotMul * RadiusCircle;
handle.DrawLine((point, point) + sunExtent, (point, point), Color.Yellow);
}
}
}
}

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@@ -0,0 +1,141 @@
using Content.Server.Power.Components;
using Content.Server.UserInterface;
using Content.Shared.ActionBlocker;
using Content.Shared.Notification;
using Content.Shared.Interaction;
using Content.Shared.GameObjects.Components;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Server.GameObjects;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.ViewVariables;
using Robust.Shared.Localization;
namespace Content.Server.GameObjects.Components
{
/// <summary>
/// This component is used as a base class for classes like SolarControlConsoleComponent.
/// These components operate the server-side logic for the "primary UI" of a computer.
/// That means showing the UI when a user activates it, for example.
/// </summary>
public abstract class BaseComputerUserInterfaceComponent : Component
{
protected readonly object UserInterfaceKey;
[ViewVariables] protected BoundUserInterface? UserInterface => Owner.GetUIOrNull(UserInterfaceKey);
[ViewVariables] public bool Powered => !Owner.TryGetComponent(out PowerReceiverComponent? receiver) || receiver.Powered;
public BaseComputerUserInterfaceComponent(object key)
{
UserInterfaceKey = key;
}
public override void Initialize()
{
base.Initialize();
if (UserInterface != null)
UserInterface.OnReceiveMessage += OnReceiveUIMessageCallback;
}
/// <summary>
/// Internal callback used to grab session and session attached entity before any more work is done.
/// This is so that sessionEntity is always available to checks up and down the line.
/// </summary>
private void OnReceiveUIMessageCallback(ServerBoundUserInterfaceMessage obj)
{
var session = obj.Session;
var sessionEntity = session.AttachedEntity;
if (sessionEntity == null)
return; // No session entity, so we're probably not able to touch this.
OnReceiveUnfilteredUserInterfaceMessage(obj, sessionEntity);
}
/// <summary>
/// Override this to handle messages from the UI before filtering them.
/// Calling base is necessary if you want this class to have any meaning.
/// </summary>
protected void OnReceiveUnfilteredUserInterfaceMessage(ServerBoundUserInterfaceMessage obj, IEntity sessionEntity)
{
// "Across all computers" "anti-cheats" ought to be put here or at some parent level (BaseDeviceUserInterfaceComponent?)
// Determine some facts about the session.
// Powered?
if (!Powered)
{
sessionEntity.PopupMessageCursor(Loc.GetString("base-computer-ui-component-not-powered"));
return; // Not powered, so this computer should probably do nothing.
}
// Can we interact?
if (!ActionBlockerSystem.CanInteract(sessionEntity))
{
sessionEntity.PopupMessageCursor(Loc.GetString("base-computer-ui-component-cannot-interact"));
return;
}
// Good to go!
OnReceiveUserInterfaceMessage(obj);
}
/// <summary>
/// Override this to handle messages from the UI.
/// Calling base is unnecessary.
/// These messages will automatically be blocked if the user shouldn't be able to access this computer, or if the computer has lost power.
/// </summary>
protected virtual void OnReceiveUserInterfaceMessage(ServerBoundUserInterfaceMessage obj)
{
// Nothing!
}
public override void HandleMessage(ComponentMessage message, IComponent? component)
{
base.HandleMessage(message, component);
switch (message)
{
case PowerChangedMessage powerChanged:
PowerReceiverOnOnPowerStateChanged(powerChanged);
break;
}
}
private void PowerReceiverOnOnPowerStateChanged(PowerChangedMessage e)
{
if (!e.Powered)
{
// We need to kick off users who are using it when it loses power.
UserInterface?.CloseAll();
// Now alert subclass.
ComputerLostPower();
}
}
/// <summary>
/// Override this if you want the computer to do something when it loses power (i.e. reset state)
/// All UIs should have been closed by the time this is called.
/// Calling base is unnecessary.
/// </summary>
public virtual void ComputerLostPower()
{
}
/// <summary>
/// This is called from ComputerUIActivatorSystem.
/// Override this to add additional activation conditions of some sort.
/// Calling base runs standard activation logic.
/// *This remains inside the component for overridability.*
/// </summary>
public virtual void ActivateThunk(ActivateInWorldEvent eventArgs)
{
if (!eventArgs.User.TryGetComponent(out ActorComponent? actor))
{
return;
}
if (!Powered)
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("base-computer-ui-component-not-powered"));
return;
}
UserInterface?.Open(actor.PlayerSession);
}
}
}

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@@ -0,0 +1,27 @@
using System.Collections.Generic;
using System.Linq;
using Content.Shared.Interaction;
using Content.Server.GameObjects.Components;
using Content.Shared.GameTicking;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
using JetBrains.Annotations;
namespace Content.Server.GameObjects.EntitySystems
{
[UsedImplicitly]
internal sealed class ComputerUIActivatorSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<BaseComputerUserInterfaceComponent, ActivateInWorldEvent>(HandleActivate);
}
private void HandleActivate(EntityUid uid, BaseComputerUserInterfaceComponent component, ActivateInWorldEvent args)
{
component.ActivateThunk(args);
}
}
}

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@@ -1,9 +1,8 @@
#nullable enable #nullable enable
using Content.Server.Power.Components;
using Content.Server.Solar.EntitySystems;
using Content.Server.UserInterface;
using Content.Shared.Interaction;
using Content.Shared.Solar; using Content.Shared.Solar;
using Content.Server.Solar.EntitySystems;
using Content.Server.GameObjects.Components;
using Content.Server.GameObjects.EntitySystems;
using Robust.Server.GameObjects; using Robust.Server.GameObjects;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.IoC; using Robust.Shared.IoC;
@@ -12,26 +11,20 @@ using Robust.Shared.ViewVariables;
namespace Content.Server.Solar.Components namespace Content.Server.Solar.Components
{ {
[RegisterComponent] [RegisterComponent]
[ComponentReference(typeof(IActivate))] [ComponentReference(typeof(BaseComputerUserInterfaceComponent))]
public class SolarControlConsoleComponent : SharedSolarControlConsoleComponent, IActivate public class SolarControlConsoleComponent : BaseComputerUserInterfaceComponent
{ {
public override string Name => "SolarControlConsole";
[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!; [Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
private PowerSolarSystem _powerSolarSystem = default!; private PowerSolarSystem _powerSolarSystem = default!;
private bool Powered => !Owner.TryGetComponent(out PowerReceiverComponent? receiver) || receiver.Powered;
[ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(SolarControlConsoleUiKey.Key); public SolarControlConsoleComponent() : base(SolarControlConsoleUiKey.Key) { }
public override void Initialize() public override void Initialize()
{ {
base.Initialize(); base.Initialize();
if (UserInterface != null)
{
UserInterface.OnReceiveMessage += UserInterfaceOnReceiveMessage;
}
Owner.EnsureComponent<PowerReceiverComponent>();
_powerSolarSystem = _entitySystemManager.GetEntitySystem<PowerSolarSystem>(); _powerSolarSystem = _entitySystemManager.GetEntitySystem<PowerSolarSystem>();
} }
@@ -40,7 +33,7 @@ namespace Content.Server.Solar.Components
UserInterface?.SetState(new SolarControlConsoleBoundInterfaceState(_powerSolarSystem.TargetPanelRotation, _powerSolarSystem.TargetPanelVelocity, _powerSolarSystem.TotalPanelPower, _powerSolarSystem.TowardsSun)); UserInterface?.SetState(new SolarControlConsoleBoundInterfaceState(_powerSolarSystem.TargetPanelRotation, _powerSolarSystem.TargetPanelVelocity, _powerSolarSystem.TotalPanelPower, _powerSolarSystem.TowardsSun));
} }
private void UserInterfaceOnReceiveMessage(ServerBoundUserInterfaceMessage obj) protected override void OnReceiveUserInterfaceMessage(ServerBoundUserInterfaceMessage obj)
{ {
switch (obj.Message) switch (obj.Message)
{ {
@@ -56,22 +49,5 @@ namespace Content.Server.Solar.Components
break; break;
} }
} }
void IActivate.Activate(ActivateEventArgs eventArgs)
{
if (!eventArgs.User.TryGetComponent(out ActorComponent? actor))
{
return;
}
if (!Powered)
{
return;
}
// always update the UI immediately before opening, just in case
UpdateUIState();
UserInterface?.Open(actor.PlayerSession);
}
} }
} }

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@@ -137,7 +137,7 @@ namespace Content.Server.Solar.EntitySystems
{ {
// Determine if the solar panel is occluded, and zero out coverage if so. // Determine if the solar panel is occluded, and zero out coverage if so.
// FIXME: The "Opaque" collision group doesn't seem to work right now. // FIXME: The "Opaque" collision group doesn't seem to work right now.
var ray = new CollisionRay(entity.Transform.WorldPosition, TowardsSun.ToVec(), (int) CollisionGroup.Opaque); var ray = new CollisionRay(entity.Transform.WorldPosition, TowardsSun.ToWorldVec(), (int) CollisionGroup.Opaque);
var rayCastResults = EntitySystem.Get<SharedBroadPhaseSystem>().IntersectRay(entity.Transform.MapID, ray, SunOcclusionCheckDistance, entity); var rayCastResults = EntitySystem.Get<SharedBroadPhaseSystem>().IntersectRay(entity.Transform.MapID, ray, SunOcclusionCheckDistance, entity);
if (rayCastResults.Any()) if (rayCastResults.Any())
coverage = 0; coverage = 0;

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@@ -6,12 +6,6 @@ using Robust.Shared.Serialization;
namespace Content.Shared.Solar namespace Content.Shared.Solar
{ {
public class SharedSolarControlConsoleComponent : Component
{
public override string Name => "SolarControlConsole";
}
[Serializable, NetSerializable] [Serializable, NetSerializable]
public class SolarControlConsoleBoundInterfaceState : BoundUserInterfaceState public class SolarControlConsoleBoundInterfaceState : BoundUserInterfaceState
{ {

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base-computer-ui-component-cannot-interact = You can't interact with a computer right now.
base-computer-ui-component-not-powered = The computer is not powered.

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solar-control-window-title = Solar Control Console
solar-control-window-output-power = Output Power:
solar-control-window-watts = W
solar-control-window-sun-angle = Sun Angle:
solar-control-window-degrees = °
solar-control-window-panel-angle = Panel Angle:
solar-control-window-panel-angular-velocity = Panel Angular Velocity:
solar-control-window-degrees-per-minute = °/min.
solar-control-window-press-enter-to-confirm = Press Enter to confirm.