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:
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using System;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Timing;
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namespace Content.Client.GameObjects.Components
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{
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/// <summary>
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/// ComputerBoundUserInterface shunts all sorts of responsibilities that are in the BoundUserInterface for architectural reasons into the Window.
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/// NOTE: Despite the name, ComputerBoundUserInterface does not and will not care about things like power.
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/// </summary>
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public class ComputerBoundUserInterface<W, S> : ComputerBoundUserInterfaceBase where W : BaseWindow, IComputerWindow<S>, new() where S : BoundUserInterfaceState
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{
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[Dependency] private readonly IDynamicTypeFactory _dynamicTypeFactory = default!;
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private W? _window;
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protected override void Open()
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{
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base.Open();
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_window = (W) _dynamicTypeFactory.CreateInstance(typeof(W));
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_window.SetupComputerWindow(this);
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_window.OnClose += Close;
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_window.OpenCentered();
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}
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// Alas, this constructor has to be copied to the subclass. :(
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public ComputerBoundUserInterface(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey) {}
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protected override void UpdateState(BoundUserInterfaceState state)
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{
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base.UpdateState(state);
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if (_window == null)
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{
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return;
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}
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_window.UpdateState((S) state);
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}
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protected override void Dispose(bool disposing)
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{
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base.Dispose(disposing);
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if (disposing)
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{
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_window?.Dispose();
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}
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}
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}
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/// <summary>
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/// This class is to avoid a lot of <> being written when we just want to refer to SendMessage.
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/// We could instead qualify a lot of generics even further, but that is a waste of time.
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/// </summary>
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public class ComputerBoundUserInterfaceBase : BoundUserInterface
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{
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public ComputerBoundUserInterfaceBase(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey) {}
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public void SendMessage(BoundUserInterfaceMessage msg)
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{
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base.SendMessage(msg);
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}
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}
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public interface IComputerWindow<S>
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{
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void SetupComputerWindow(ComputerBoundUserInterfaceBase cb) {}
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void UpdateState(S state) {}
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}
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}
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@@ -0,0 +1,32 @@
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<SS14Window xmlns="https://spacestation14.io"
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xmlns:scc="clr-namespace:Content.Client.GameObjects.Components.Power"
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Title="{Loc 'solar-control-window-title'}"
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Resizable="False">
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<HBoxContainer>
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<GridContainer Columns="2">
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<!--
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little secret: the reason I put the values
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in the first column is because otherwise the UI
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layouter autoresizes the window to be too small
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-->
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<Label Text="{Loc 'solar-control-window-output-power'}"/><Label Text=""/>
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<Label Name="OutputPower"/><Label Text="{Loc 'solar-control-window-watts'}"/>
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<Label Text="{Loc 'solar-control-window-sun-angle'}"/><Label Text=""/>
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<Label Name="SunAngle"/><Label Text="{Loc 'solar-control-window-degrees'}"/>
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<Label Text="{Loc 'solar-control-window-panel-angle'}"/><Label Text=""/>
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<LineEdit Name="PanelRotation" HorizontalExpand="True"/><Label Text="{Loc 'solar-control-window-degrees'}"/>
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<Label Text="{Loc 'solar-control-window-panel-angular-velocity'}"/><Label Text=""/>
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<LineEdit Name="PanelVelocity" HorizontalExpand="True"/><Label Text="{Loc 'solar-control-window-degrees-per-minute'}"/>
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<Label Text="{Loc 'solar-control-window-press-enter-to-confirm'}"/><Label Text=""/>
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</GridContainer>
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<scc:SolarControlNotARadar Name="NotARadar"/>
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</HBoxContainer>
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</SS14Window>
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@@ -0,0 +1,164 @@
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using System;
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using JetBrains.Annotations;
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using Content.Shared.Solar;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.AutoGenerated;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.XAML;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Localization;
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using Robust.Shared.Maths;
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using Robust.Shared.Timing;
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namespace Content.Client.GameObjects.Components.Power
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{
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[GenerateTypedNameReferences]
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public sealed partial class SolarControlWindow : SS14Window, IComputerWindow<SolarControlConsoleBoundInterfaceState>
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{
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private SolarControlConsoleBoundInterfaceState _lastState = new(0, 0, 0, 0);
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public SolarControlWindow()
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{
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RobustXamlLoader.Load(this);
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}
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public void SetupComputerWindow(ComputerBoundUserInterfaceBase cb)
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{
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PanelRotation.OnTextEntered += (text) => {
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double value;
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if (double.TryParse(text.Text, out value))
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{
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SolarControlConsoleAdjustMessage msg = new SolarControlConsoleAdjustMessage();
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msg.Rotation = Angle.FromDegrees(value);
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msg.AngularVelocity = _lastState.AngularVelocity;
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cb.SendMessage(msg);
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// Predict this...
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_lastState.Rotation = msg.Rotation;
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NotARadar.UpdateState(_lastState);
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}
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};
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PanelVelocity.OnTextEntered += (text) => {
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double value;
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if (double.TryParse(text.Text, out value))
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{
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SolarControlConsoleAdjustMessage msg = new SolarControlConsoleAdjustMessage();
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msg.Rotation = NotARadar.PredictedPanelRotation;
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msg.AngularVelocity = Angle.FromDegrees(value / 60);
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cb.SendMessage(msg);
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// Predict this...
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_lastState.Rotation = NotARadar.PredictedPanelRotation;
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_lastState.AngularVelocity = msg.AngularVelocity;
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NotARadar.UpdateState(_lastState);
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}
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};
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}
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private string FormatAngle(Angle d)
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{
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return d.Degrees.ToString("F1");
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}
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// The idea behind this is to prevent every update from the server
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// breaking the textfield.
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private void UpdateField(LineEdit field, string newValue)
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{
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if (!field.HasKeyboardFocus())
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{
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field.Text = newValue;
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}
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}
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public void UpdateState(SolarControlConsoleBoundInterfaceState scc)
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{
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_lastState = scc;
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NotARadar.UpdateState(scc);
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OutputPower.Text = ((int) MathF.Floor(scc.OutputPower)).ToString();
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SunAngle.Text = FormatAngle(scc.TowardsSun);
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UpdateField(PanelRotation, FormatAngle(scc.Rotation));
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UpdateField(PanelVelocity, FormatAngle(scc.AngularVelocity * 60));
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}
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}
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public sealed class SolarControlNotARadar : Control
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{
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// This is used for client-side prediction of the panel rotation.
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// This makes the display feel a lot smoother.
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private IGameTiming _gameTiming = IoCManager.Resolve<IGameTiming>();
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private SolarControlConsoleBoundInterfaceState _lastState = new(0, 0, 0, 0);
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private TimeSpan _lastStateTime = TimeSpan.Zero;
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public const int StandardSizeFull = 290;
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public const int StandardRadiusCircle = 140;
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public int SizeFull => (int) (StandardSizeFull * UIScale);
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public int RadiusCircle => (int) (StandardRadiusCircle * UIScale);
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public SolarControlNotARadar()
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{
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MinSize = (SizeFull, SizeFull);
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}
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public void UpdateState(SolarControlConsoleBoundInterfaceState ls)
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{
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_lastState = ls;
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_lastStateTime = _gameTiming.CurTime;
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}
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public Angle PredictedPanelRotation => _lastState.Rotation + (_lastState.AngularVelocity * ((_gameTiming.CurTime - _lastStateTime).TotalSeconds));
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protected override void Draw(DrawingHandleScreen handle)
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{
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var point = SizeFull / 2;
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var fakeAA = new Color(0.08f, 0.08f, 0.08f);
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var gridLines = new Color(0.08f, 0.08f, 0.08f);
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var panelExtentCutback = 4;
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var gridLinesRadial = 8;
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var gridLinesEquatorial = 8;
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// Draw base
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handle.DrawCircle((point, point), RadiusCircle + 1, fakeAA);
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handle.DrawCircle((point, point), RadiusCircle, Color.Black);
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// Draw grid lines
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for (var i = 0; i < gridLinesEquatorial; i++)
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{
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handle.DrawCircle((point, point), (RadiusCircle / gridLinesEquatorial) * i, gridLines, false);
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}
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for (var i = 0; i < gridLinesRadial; i++)
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{
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Angle angle = (Math.PI / gridLinesRadial) * i;
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var aExtent = angle.ToVec() * RadiusCircle;
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handle.DrawLine((point, point) - aExtent, (point, point) + aExtent, gridLines);
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}
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// The rotations need to be adjusted because Y is inverted in Robust (like BYOND)
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Vector2 rotMul = (1, -1);
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// Hotfix corrections I don't understand
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Angle rotOfs = new Angle(Math.PI * -0.5);
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Angle predictedPanelRotation = PredictedPanelRotation;
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var extent = (predictedPanelRotation + rotOfs).ToVec() * rotMul * RadiusCircle;
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Vector2 extentOrtho = (extent.Y, -extent.X);
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handle.DrawLine((point, point) - extentOrtho, (point, point) + extentOrtho, Color.White);
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handle.DrawLine((point, point) + (extent / panelExtentCutback), (point, point) + extent - (extent / panelExtentCutback), Color.DarkGray);
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var sunExtent = (_lastState.TowardsSun + rotOfs).ToVec() * rotMul * RadiusCircle;
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handle.DrawLine((point, point) + sunExtent, (point, point), Color.Yellow);
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}
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}
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[UsedImplicitly]
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public class SolarControlConsoleBoundUserInterface : ComputerBoundUserInterface<SolarControlWindow, SolarControlConsoleBoundInterfaceState>
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{
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public SolarControlConsoleBoundUserInterface(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey) {}
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}
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}
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@@ -1,227 +0,0 @@
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using System;
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using Content.Shared.Solar;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Timing;
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namespace Content.Client.Solar
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{
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[UsedImplicitly]
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public class SolarControlConsoleBoundUserInterface : BoundUserInterface
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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private SolarControlWindow? _window;
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private SolarControlConsoleBoundInterfaceState _lastState = new(0, 0, 0, 0);
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protected override void Open()
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{
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base.Open();
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_window = new SolarControlWindow(_gameTiming);
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_window.OnClose += Close;
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_window.PanelRotation.OnTextEntered += (text) => {
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double value;
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if (double.TryParse(text.Text, out value))
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{
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SolarControlConsoleAdjustMessage msg = new SolarControlConsoleAdjustMessage();
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msg.Rotation = Angle.FromDegrees(value);
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msg.AngularVelocity = _lastState.AngularVelocity;
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SendMessage(msg);
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}
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};
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_window.PanelVelocity.OnTextEntered += (text) => {
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double value;
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if (double.TryParse(text.Text, out value))
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{
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SolarControlConsoleAdjustMessage msg = new SolarControlConsoleAdjustMessage();
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msg.Rotation = _lastState.Rotation;
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msg.AngularVelocity = Angle.FromDegrees(value / 60);
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SendMessage(msg);
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}
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};
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_window.OpenCentered();
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}
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public SolarControlConsoleBoundUserInterface(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey)
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{
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}
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private string FormatAngle(Angle d)
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{
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return d.Degrees.ToString("F1");
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}
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// The idea behind this is to prevent every update from the server
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// breaking the textfield.
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private void UpdateField(LineEdit field, string newValue)
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{
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if (!field.HasKeyboardFocus())
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{
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field.Text = newValue;
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}
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}
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protected override void UpdateState(BoundUserInterfaceState state)
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{
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base.UpdateState(state);
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if (_window == null)
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{
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return;
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}
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SolarControlConsoleBoundInterfaceState scc = (SolarControlConsoleBoundInterfaceState) state;
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_lastState = scc;
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_window.NotARadar.UpdateState(scc);
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_window.OutputPower.Text = ((int) MathF.Floor(scc.OutputPower)).ToString();
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_window.SunAngle.Text = FormatAngle(scc.TowardsSun);
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UpdateField(_window.PanelRotation, FormatAngle(scc.Rotation));
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UpdateField(_window.PanelVelocity, FormatAngle(scc.AngularVelocity * 60));
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}
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protected override void Dispose(bool disposing)
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{
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base.Dispose(disposing);
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if (disposing)
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{
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_window?.Dispose();
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}
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}
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private sealed class SolarControlWindow : SS14Window
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{
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public readonly Label OutputPower;
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public readonly Label SunAngle;
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public readonly SolarControlNotARadar NotARadar;
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public readonly LineEdit PanelRotation;
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public readonly LineEdit PanelVelocity;
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public SolarControlWindow(IGameTiming igt)
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{
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Title = "Solar Control Window";
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var rows = new GridContainer();
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rows.Columns = 2;
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// little secret: the reason I put the values
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// in the first column is because otherwise the UI
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// layouter autoresizes the window to be too small
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rows.AddChild(new Label {Text = "Output Power:"});
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rows.AddChild(new Label {Text = ""});
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rows.AddChild(OutputPower = new Label {Text = "?"});
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rows.AddChild(new Label {Text = "W"});
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rows.AddChild(new Label {Text = "Sun Angle:"});
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rows.AddChild(new Label {Text = ""});
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rows.AddChild(SunAngle = new Label {Text = "?"});
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rows.AddChild(new Label {Text = "°"});
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rows.AddChild(new Label {Text = "Panel Angle:"});
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rows.AddChild(new Label {Text = ""});
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rows.AddChild(PanelRotation = new LineEdit());
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rows.AddChild(new Label {Text = "°"});
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rows.AddChild(new Label {Text = "Panel Angular Velocity:"});
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rows.AddChild(new Label {Text = ""});
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rows.AddChild(PanelVelocity = new LineEdit());
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rows.AddChild(new Label {Text = "°/min."});
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rows.AddChild(new Label {Text = "Press Enter to confirm."});
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rows.AddChild(new Label {Text = ""});
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PanelRotation.HorizontalExpand = true;
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PanelVelocity.HorizontalExpand = true;
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NotARadar = new SolarControlNotARadar(igt);
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var outerColumns = new HBoxContainer();
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outerColumns.AddChild(rows);
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outerColumns.AddChild(NotARadar);
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Contents.AddChild(outerColumns);
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Resizable = false;
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}
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}
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private sealed class SolarControlNotARadar : Control
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{
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// IoC doesn't apply here, so it's propagated from the parent class.
|
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// This is used for client-side prediction of the panel rotation.
|
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// This makes the display feel a lot smoother.
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private IGameTiming _gameTiming;
|
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private SolarControlConsoleBoundInterfaceState _lastState = new(0, 0, 0, 0);
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private TimeSpan _lastStateTime = TimeSpan.Zero;
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public const int SizeFull = 290;
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public const int RadiusCircle = 140;
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public SolarControlNotARadar(IGameTiming igt)
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{
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_gameTiming = igt;
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MinSize = (SizeFull, SizeFull);
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}
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public void UpdateState(SolarControlConsoleBoundInterfaceState ls)
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{
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_lastState = ls;
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_lastStateTime = _gameTiming.CurTime;
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}
|
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|
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protected override void Draw(DrawingHandleScreen handle)
|
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{
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var point = SizeFull / 2;
|
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var fakeAA = new Color(0.08f, 0.08f, 0.08f);
|
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var gridLines = new Color(0.08f, 0.08f, 0.08f);
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var panelExtentCutback = 4;
|
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var gridLinesRadial = 8;
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var gridLinesEquatorial = 8;
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// Draw base
|
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handle.DrawCircle((point, point), RadiusCircle + 1, fakeAA);
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handle.DrawCircle((point, point), RadiusCircle, Color.Black);
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|
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// Draw grid lines
|
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for (var i = 0; i < gridLinesEquatorial; i++)
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{
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,9 +1,8 @@
|
||||
#nullable enable
|
||||
using Content.Server.Power.Components;
|
||||
using Content.Server.Solar.EntitySystems;
|
||||
using Content.Server.UserInterface;
|
||||
using Content.Shared.Interaction;
|
||||
#nullable enable
|
||||
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.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
@@ -12,26 +11,20 @@ using Robust.Shared.ViewVariables;
|
||||
namespace Content.Server.Solar.Components
|
||||
{
|
||||
[RegisterComponent]
|
||||
[ComponentReference(typeof(IActivate))]
|
||||
public class SolarControlConsoleComponent : SharedSolarControlConsoleComponent, IActivate
|
||||
[ComponentReference(typeof(BaseComputerUserInterfaceComponent))]
|
||||
public class SolarControlConsoleComponent : BaseComputerUserInterfaceComponent
|
||||
{
|
||||
public override string Name => "SolarControlConsole";
|
||||
|
||||
[Dependency] private readonly IEntitySystemManager _entitySystemManager = 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()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
if (UserInterface != null)
|
||||
{
|
||||
UserInterface.OnReceiveMessage += UserInterfaceOnReceiveMessage;
|
||||
}
|
||||
|
||||
Owner.EnsureComponent<PowerReceiverComponent>();
|
||||
_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));
|
||||
}
|
||||
|
||||
private void UserInterfaceOnReceiveMessage(ServerBoundUserInterfaceMessage obj)
|
||||
protected override void OnReceiveUserInterfaceMessage(ServerBoundUserInterfaceMessage obj)
|
||||
{
|
||||
switch (obj.Message)
|
||||
{
|
||||
@@ -56,22 +49,5 @@ namespace Content.Server.Solar.Components
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -137,7 +137,7 @@ namespace Content.Server.Solar.EntitySystems
|
||||
{
|
||||
// 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.
|
||||
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);
|
||||
if (rayCastResults.Any())
|
||||
coverage = 0;
|
||||
|
||||
@@ -6,12 +6,6 @@ using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.Solar
|
||||
{
|
||||
public class SharedSolarControlConsoleComponent : Component
|
||||
{
|
||||
public override string Name => "SolarControlConsole";
|
||||
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public class SolarControlConsoleBoundInterfaceState : BoundUserInterfaceState
|
||||
{
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
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.
|
||||
|
||||
10
Resources/Locale/en-US/ui/solar-control.ftl
Normal file
10
Resources/Locale/en-US/ui/solar-control.ftl
Normal file
@@ -0,0 +1,10 @@
|
||||
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.
|
||||
|
||||
Reference in New Issue
Block a user