Sentry turrets - Part 6: Sentry turret control panels (#35235)

This commit is contained in:
chromiumboy
2025-05-26 08:00:50 -05:00
committed by GitHub
parent 32ffbbfb0f
commit f99850e1fb
18 changed files with 1511 additions and 66 deletions

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<BoxContainer xmlns="https://spacestation14.io"
xmlns:gfx="clr-namespace:Robust.Client.Graphics;assembly=Robust.Client"
Orientation="Horizontal"
Margin="10 10 10 10"
VerticalExpand="True"
HorizontalExpand="True"
MinHeight="70">
<!-- Access groups -->
<BoxContainer Name="AccessGroupList" Access="Public" Orientation="Vertical" HorizontalExpand="True" SizeFlagsStretchRatio="0.5" Margin="0 0 10 0">
<!-- Populated with C# code -->
</BoxContainer>
<PanelContainer StyleClasses="LowDivider" VerticalExpand="True" Margin="0 0 0 0" SetWidth="2">
<PanelContainer.PanelOverride>
<gfx:StyleBoxFlat BackgroundColor="#FFFFFF" />
</PanelContainer.PanelOverride>
</PanelContainer>
<!-- Access levels -->
<ScrollContainer HorizontalExpand="True" VerticalExpand="True" Margin="10 0 0 0">
<BoxContainer Name="AccessLevelChecklist" Access="Public" Orientation="Vertical" HorizontalAlignment="Left">
<!-- Populated with C# code -->
</BoxContainer>
</ScrollContainer>
</BoxContainer>

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using Content.Client.Stylesheets;
using Content.Client.UserInterface.Controls;
using Content.Shared.Access;
using Robust.Client.AutoGenerated;
using Robust.Client.Graphics;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.XAML;
using Robust.Shared.Prototypes;
using System.Linq;
using System.Numerics;
namespace Content.Client.Access.UI;
[GenerateTypedNameReferences]
public sealed partial class GroupedAccessLevelChecklist : BoxContainer
{
[Dependency] private readonly IPrototypeManager _protoManager = default!;
private bool _isMonotone;
private string? _labelStyleClass;
// Access data
private HashSet<ProtoId<AccessGroupPrototype>> _accessGroups = new();
private HashSet<ProtoId<AccessLevelPrototype>> _accessLevels = new();
private HashSet<ProtoId<AccessLevelPrototype>> _activeAccessLevels = new();
// Button groups
private readonly ButtonGroup _accessGroupsButtons = new();
// Temp values
private int _accessGroupTabIndex = 0;
private bool _canInteract = false;
private List<AccessLevelPrototype> _accessLevelsForTab = new();
private readonly List<AccessLevelEntry> _accessLevelEntries = new();
private readonly Dictionary<AccessGroupPrototype, List<AccessLevelPrototype>> _groupedAccessLevels = new();
// Events
public event Action<HashSet<ProtoId<AccessLevelPrototype>>, bool>? OnAccessLevelsChangedEvent;
/// <summary>
/// Creates a UI control for changing access levels.
/// Access levels are organized under a list of tabs by their associated access group.
/// </summary>
public GroupedAccessLevelChecklist()
{
RobustXamlLoader.Load(this);
IoCManager.InjectDependencies(this);
}
private void ArrangeAccessControls()
{
// Create a list of known access groups with which to populate the UI
_groupedAccessLevels.Clear();
foreach (var accessGroup in _accessGroups)
{
if (!_protoManager.TryIndex(accessGroup, out var accessGroupProto))
continue;
_groupedAccessLevels.Add(accessGroupProto, new());
}
// Ensure that the 'general' access group is added to handle
// misc. access levels that aren't associated with any group
if (_protoManager.TryIndex<AccessGroupPrototype>("General", out var generalAccessProto))
_groupedAccessLevels.TryAdd(generalAccessProto, new());
// Assign known access levels with their associated groups
foreach (var accessLevel in _accessLevels)
{
if (!_protoManager.TryIndex(accessLevel, out var accessLevelProto))
continue;
var assigned = false;
foreach (var (accessGroup, accessLevels) in _groupedAccessLevels)
{
if (!accessGroup.Tags.Contains(accessLevelProto.ID))
continue;
assigned = true;
_groupedAccessLevels[accessGroup].Add(accessLevelProto);
}
if (!assigned && generalAccessProto != null)
_groupedAccessLevels[generalAccessProto].Add(accessLevelProto);
}
// Remove access groups that have no assigned access levels
foreach (var (group, accessLevels) in _groupedAccessLevels)
{
if (accessLevels.Count == 0)
_groupedAccessLevels.Remove(group);
}
}
private bool TryRebuildAccessGroupControls()
{
AccessGroupList.DisposeAllChildren();
AccessLevelChecklist.DisposeAllChildren();
// No access level prototypes were assigned to any of the access level groups.
// Either the turret controller has no assigned access levels or their names were invalid.
if (_groupedAccessLevels.Count == 0)
return false;
// Reorder the access groups alphabetically
var orderedAccessGroups = _groupedAccessLevels.Keys.OrderBy(x => x.GetAccessGroupName()).ToList();
// Add group access buttons to the UI
foreach (var accessGroup in orderedAccessGroups)
{
var accessGroupButton = CreateAccessGroupButton();
// Button styling
if (_groupedAccessLevels.Count > 1)
{
if (AccessGroupList.ChildCount == 0)
accessGroupButton.AddStyleClass(StyleBase.ButtonOpenLeft);
else if (_groupedAccessLevels.Count > 1 && AccessGroupList.ChildCount == (_groupedAccessLevels.Count - 1))
accessGroupButton.AddStyleClass(StyleBase.ButtonOpenRight);
else
accessGroupButton.AddStyleClass(StyleBase.ButtonOpenBoth);
}
accessGroupButton.Pressed = _accessGroupTabIndex == orderedAccessGroups.IndexOf(accessGroup);
// Label text and styling
if (_labelStyleClass != null)
accessGroupButton.Label.SetOnlyStyleClass(_labelStyleClass);
var accessLevelPrototypes = _groupedAccessLevels[accessGroup];
var prefix = accessLevelPrototypes.All(x => _activeAccessLevels.Contains(x))
? "»"
: accessLevelPrototypes.Any(x => _activeAccessLevels.Contains(x))
? ""
: " ";
var text = Loc.GetString(
"turret-controls-window-access-group-label",
("prefix", prefix),
("label", accessGroup.GetAccessGroupName())
);
accessGroupButton.Text = text;
// Button events
accessGroupButton.OnPressed += _ => OnAccessGroupChanged(accessGroupButton.GetPositionInParent());
AccessGroupList.AddChild(accessGroupButton);
}
// Adjust the current tab index so it remains in range
if (_accessGroupTabIndex >= _groupedAccessLevels.Count)
_accessGroupTabIndex = _groupedAccessLevels.Count - 1;
return true;
}
/// <summary>
/// Rebuilds the checkbox list for the access level controls.
/// </summary>
public void RebuildAccessLevelsControls()
{
AccessLevelChecklist.DisposeAllChildren();
_accessLevelEntries.Clear();
// No access level prototypes were assigned to any of the access level groups
// Either turret controller has no assigned access levels, or their names were invalid
if (_groupedAccessLevels.Count == 0)
return;
// Reorder the access groups alphabetically
var orderedAccessGroups = _groupedAccessLevels.Keys.OrderBy(x => x.GetAccessGroupName()).ToList();
// Get the access levels associated with the current tab
var selectedAccessGroupTabProto = orderedAccessGroups[_accessGroupTabIndex];
_accessLevelsForTab = _groupedAccessLevels[selectedAccessGroupTabProto];
_accessLevelsForTab = _accessLevelsForTab.OrderBy(x => x.GetAccessLevelName()).ToList();
// Add an 'all' checkbox as the first child of the list if it has more than one access level
// Toggling this checkbox on will mark all other boxes below it on/off
var allCheckBox = CreateAccessLevelCheckbox();
allCheckBox.Text = Loc.GetString("turret-controls-window-all-checkbox");
if (_labelStyleClass != null)
allCheckBox.Label.SetOnlyStyleClass(_labelStyleClass);
// Add the 'all' checkbox events
allCheckBox.OnPressed += args =>
{
SetCheckBoxPressedState(_accessLevelEntries, allCheckBox.Pressed);
var accessLevels = new HashSet<ProtoId<AccessLevelPrototype>>();
foreach (var accessLevel in _accessLevelsForTab)
{
accessLevels.Add(accessLevel);
}
OnAccessLevelsChangedEvent?.Invoke(accessLevels, allCheckBox.Pressed);
};
AccessLevelChecklist.AddChild(allCheckBox);
// Hide the 'all' checkbox if the tab has only one access level
var allCheckBoxVisible = _accessLevelsForTab.Count > 1;
allCheckBox.Visible = allCheckBoxVisible;
allCheckBox.Disabled = !_canInteract;
// Add any remaining missing access level buttons to the UI
foreach (var accessLevel in _accessLevelsForTab)
{
// Create the entry
var accessLevelEntry = new AccessLevelEntry(_isMonotone);
accessLevelEntry.AccessLevel = accessLevel;
accessLevelEntry.CheckBox.Text = accessLevel.GetAccessLevelName();
accessLevelEntry.CheckBox.Pressed = _activeAccessLevels.Contains(accessLevel);
accessLevelEntry.CheckBox.Disabled = !_canInteract;
if (_labelStyleClass != null)
accessLevelEntry.CheckBox.Label.SetOnlyStyleClass(_labelStyleClass);
// Set the checkbox linkage lines
var isEndOfList = _accessLevelsForTab.IndexOf(accessLevel) == (_accessLevelsForTab.Count - 1);
var lines = new List<(Vector2, Vector2)>
{
(new Vector2(0.5f, 0f), new Vector2(0.5f, isEndOfList ? 0.5f : 1f)),
(new Vector2(0.5f, 0.5f), new Vector2(1f, 0.5f)),
};
accessLevelEntry.UpdateCheckBoxLink(lines);
accessLevelEntry.CheckBoxLink.Visible = allCheckBoxVisible;
accessLevelEntry.CheckBoxLink.Modulate = !_canInteract ? Color.Gray : Color.White;
// Add checkbox events
accessLevelEntry.CheckBox.OnPressed += args =>
{
// If the checkbox and its siblings are checked, check the 'all' checkbox too
allCheckBox.Pressed = AreAllCheckBoxesPressed(_accessLevelEntries.Select(x => x.CheckBox));
OnAccessLevelsChangedEvent?.Invoke([accessLevelEntry.AccessLevel], accessLevelEntry.CheckBox.Pressed);
};
AccessLevelChecklist.AddChild(accessLevelEntry);
_accessLevelEntries.Add(accessLevelEntry);
}
// Press the 'all' checkbox if all others are pressed
allCheckBox.Pressed = AreAllCheckBoxesPressed(_accessLevelEntries.Select(x => x.CheckBox));
}
private bool AreAllCheckBoxesPressed(IEnumerable<CheckBox> checkBoxes)
{
foreach (var checkBox in checkBoxes)
{
if (!checkBox.Pressed)
return false;
}
return true;
}
private void SetCheckBoxPressedState(List<AccessLevelEntry> accessLevelEntries, bool pressed)
{
foreach (var accessLevelEntry in accessLevelEntries)
{
accessLevelEntry.CheckBox.Pressed = pressed;
}
}
/// <summary>
/// Provides the UI with a list of access groups using which list of tabs should be populated.
/// </summary>
public void SetAccessGroups(HashSet<ProtoId<AccessGroupPrototype>> accessGroups)
{
_accessGroups = accessGroups;
ArrangeAccessControls();
if (TryRebuildAccessGroupControls())
RebuildAccessLevelsControls();
}
/// <summary>
/// Provides the UI with a list of access levels with which it can populate the currently selected tab.
/// </summary>
public void SetAccessLevels(HashSet<ProtoId<AccessLevelPrototype>> accessLevels)
{
_accessLevels = accessLevels;
ArrangeAccessControls();
if (TryRebuildAccessGroupControls())
RebuildAccessLevelsControls();
}
/// <summary>
/// Sets which access level checkboxes should be marked on the UI.
/// </summary>
public void SetActiveAccessLevels(HashSet<ProtoId<AccessLevelPrototype>> activeAccessLevels)
{
_activeAccessLevels = activeAccessLevels;
if (TryRebuildAccessGroupControls())
RebuildAccessLevelsControls();
}
/// <summary>
/// Sets whether the local player can interact with the checkboxes.
/// </summary>
public void SetLocalPlayerAccessibility(bool canInteract)
{
_canInteract = canInteract;
if (TryRebuildAccessGroupControls())
RebuildAccessLevelsControls();
}
/// <summary>
/// Sets whether the UI should use monotone buttons and checkboxes.
/// </summary>
public void SetMonotone(bool monotone)
{
_isMonotone = monotone;
if (TryRebuildAccessGroupControls())
RebuildAccessLevelsControls();
}
/// <summary>
/// Applies the specified style to the labels on the UI buttons and checkboxes.
/// </summary>
public void SetLabelStyleClass(string? styleClass)
{
_labelStyleClass = styleClass;
if (TryRebuildAccessGroupControls())
RebuildAccessLevelsControls();
}
private void OnAccessGroupChanged(int newTabIndex)
{
if (newTabIndex == _accessGroupTabIndex)
return;
_accessGroupTabIndex = newTabIndex;
if (TryRebuildAccessGroupControls())
RebuildAccessLevelsControls();
}
private Button CreateAccessGroupButton()
{
var button = _isMonotone ? new MonotoneButton() : new Button();
button.ToggleMode = true;
button.Group = _accessGroupsButtons;
button.Label.HorizontalAlignment = HAlignment.Left;
return button;
}
private CheckBox CreateAccessLevelCheckbox()
{
var checkbox = _isMonotone ? new MonotoneCheckBox() : new CheckBox();
checkbox.Margin = new Thickness(0, 0, 0, 3);
checkbox.ToggleMode = true;
checkbox.ReservesSpace = false;
return checkbox;
}
private sealed class AccessLevelEntry : BoxContainer
{
public ProtoId<AccessLevelPrototype> AccessLevel;
public readonly CheckBox CheckBox;
public readonly LineRenderer CheckBoxLink;
public AccessLevelEntry(bool monotone)
{
HorizontalExpand = true;
CheckBoxLink = new LineRenderer
{
SetWidth = 22,
VerticalExpand = true,
Margin = new Thickness(0, -1),
ReservesSpace = false,
};
AddChild(CheckBoxLink);
CheckBox = monotone ? new MonotoneCheckBox() : new CheckBox();
CheckBox.ToggleMode = true;
CheckBox.Margin = new Thickness(0f, 0f, 0f, 3f);
AddChild(CheckBox);
}
public void UpdateCheckBoxLink(List<(Vector2, Vector2)> lines)
{
CheckBoxLink.Lines = lines;
}
}
private sealed class LineRenderer : Control
{
/// <summary>
/// List of lines to render (their start and end x-y coordinates).
/// Position (0,0) is the top left corner of the control and
/// position (1,1) is the bottom right corner.
/// </summary>
/// <remarks>
/// The color of the lines is inherited from the control.
/// </remarks>
public List<(Vector2, Vector2)> Lines;
public LineRenderer()
{
Lines = new List<(Vector2, Vector2)>();
}
public LineRenderer(List<(Vector2, Vector2)> lines)
{
Lines = lines;
}
protected override void Draw(DrawingHandleScreen handle)
{
foreach (var line in Lines)
{
var start = PixelPosition +
new Vector2(PixelWidth * line.Item1.X, PixelHeight * line.Item1.Y);
var end = PixelPosition +
new Vector2(PixelWidth * line.Item2.X, PixelHeight * line.Item2.Y);
handle.DrawLine(start, end, ActualModulateSelf);
}
}
}
}

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using Content.Shared.TurretController;
namespace Content.Client.TurretController;
/// <inheritdoc/>
public sealed class DeployableTurretControllerSystem : SharedDeployableTurretControllerSystem
{
}

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<ui:TurretControllerWindow xmlns="https://spacestation14.io"
xmlns:ui="clr-namespace:Content.Client.TurretController"
xmlns:gfx="clr-namespace:Robust.Client.Graphics;assembly=Robust.Client"
xmlns:controls="clr-namespace:Content.Client.UserInterface.Controls"
xmlns:access="clr-namespace:Content.Client.Access.UI"
SetWidth="550"
Resizable="False"
MouseFilter="Stop">
<PanelContainer Name="Background" StyleClasses="PdaBackgroundRect" ModulateSelfOverride="#4a5466"/>
<PanelContainer Name="Border" StyleClasses="PdaBorderRect" />
<BoxContainer Orientation="Vertical" HorizontalExpand="True">
<!--Header-->
<BoxContainer SetHeight="26" Margin="4 2 8 0" Orientation="Horizontal" HorizontalAlignment="Right">
<TextureButton Name="CloseButton" StyleClasses="windowCloseButton" Modulate="#646464" VerticalAlignment="Center" Margin="0 4 4 0"/>
</BoxContainer>
<!--Content-->
<Control Margin="18 0" RectClipContent="True" VerticalExpand="true"
HorizontalExpand="True">
<PanelContainer Name="ContentBorder" StyleClasses="PdaBackground"/>
<Control Name="ContentsContainer" Margin="3 3" Modulate="#FFFFFF">
<!-- Screen Background -->
<PanelContainer Name="ContentBackground" StyleClasses="PdaContentBackground"/>
<!-- Screen foreground -->
<BoxContainer Orientation="Vertical">
<Label Text="{Loc 'turret-controls-window-title'}" StyleClasses="ConsoleHeading"
HorizontalAlignment="Center" Margin="0 5 0 0" />
<!-- Linked devices -->
<PanelContainer Margin="10 5 10 5">
<PanelContainer.PanelOverride>
<gfx:StyleBoxFlat BorderColor="#FFFFFF" BorderThickness="2" />
</PanelContainer.PanelOverride>
<BoxContainer Orientation="Vertical" MinHeight="195" Margin="5 5 5 5">
<Label Name="TurretStatusHeader" Text="{Loc 'turret-controls-window-turret-status-label'}" StyleClasses="ConsoleSubHeading"
HorizontalAlignment="Center" />
<PanelContainer StyleClasses="LowDivider" HorizontalExpand="True" Margin="-5 5 -5 5" SetHeight="2">
<PanelContainer.PanelOverride>
<gfx:StyleBoxFlat BackgroundColor="#FFFFFF" />
</PanelContainer.PanelOverride>
</PanelContainer>
<BoxContainer Orientation="Vertical" VerticalExpand="True" HorizontalExpand="True">
<Label Name="NoLinkedTurretsText" Text="{Loc 'turret-controls-window-no-turrets'}" StyleClasses="ConsoleText"
HorizontalAlignment="Center" ReservesSpace="False"/>
<ScrollContainer VerticalExpand="True" HorizontalExpand="True">
<BoxContainer Name="LinkedTurretsContainer" Orientation="Vertical" Visible="False" ReservesSpace="False">
<!-- Populated with C# code -->
</BoxContainer>
</ScrollContainer>
</BoxContainer>
</BoxContainer>
</PanelContainer>
<!-- Armament controls -->
<PanelContainer Margin="10 0 10 5">
<PanelContainer.PanelOverride>
<gfx:StyleBoxFlat BorderColor="#FFFFFF" BorderThickness="2" />
</PanelContainer.PanelOverride>
<BoxContainer Orientation="Vertical">
<Label Text="{Loc 'turret-controls-window-armament-controls-label'}" StyleClasses="ConsoleSubHeading"
HorizontalAlignment="Center" Margin="0 5 0 5" />
<PanelContainer StyleClasses="LowDivider" HorizontalExpand="True" SetHeight="2">
<PanelContainer.PanelOverride>
<gfx:StyleBoxFlat BackgroundColor="#FFFFFF" />
</PanelContainer.PanelOverride>
</PanelContainer>
<BoxContainer Orientation="Horizontal" Margin="10 10 10 10">
<controls:MonotoneButton Name="SafeButton" Text="{Loc 'turret-controls-window-safe'}"
StyleClasses="OpenRight" Pressed="False" ToggleMode="True" HorizontalExpand="True"/>
<controls:MonotoneButton Name="StunButton" Text="{Loc 'turret-controls-window-stun'}"
StyleClasses="OpenBoth" Pressed="False" ToggleMode="True" HorizontalExpand="True"/>
<controls:MonotoneButton Name="LethalButton" Text="{Loc 'turret-controls-window-lethal'}"
StyleClasses="OpenLeft" Pressed="False" ToggleMode="True" HorizontalExpand="True"/>
</BoxContainer>
</BoxContainer>
</PanelContainer>
<!-- Targeting controls -->
<PanelContainer Name="TargetingControlsPanel" Margin="10 0 10 10" VerticalExpand="True" HorizontalExpand="True">
<PanelContainer.PanelOverride>
<gfx:StyleBoxFlat BorderColor="#FFFFFF" BorderThickness="2" />
</PanelContainer.PanelOverride>
<BoxContainer Orientation="Vertical" VerticalExpand="True" HorizontalExpand="True">
<Label Text="{Loc 'turret-controls-window-targeting-controls-label'}" StyleClasses="ConsoleSubHeading"
HorizontalAlignment="Center" Margin="0 5 0 5" />
<PanelContainer StyleClasses="LowDivider" HorizontalExpand="True" SetHeight="2">
<PanelContainer.PanelOverride>
<gfx:StyleBoxFlat BackgroundColor="#FFFFFF" />
</PanelContainer.PanelOverride>
</PanelContainer>
<!-- Access configuration -->
<access:GroupedAccessLevelChecklist Name="AccessConfiguration"/>
</BoxContainer>
</PanelContainer>
</BoxContainer>
</Control>
</Control>
<!--Footer-->
<BoxContainer Orientation="Horizontal" SetHeight="28">
<Label Text="⚠" Margin="0 0 4 4" HorizontalExpand="True" HorizontalAlignment="Right"/>
<Label Name="Footer" Text="{Loc 'turret-controls-window-footer'}"
HorizontalAlignment="Center" Margin="0 0 0 4"/>
<Label Text="⚠" Margin="4 0 0 4" HorizontalExpand="True" HorizontalAlignment="Left"/>
</BoxContainer>
</BoxContainer>
</ui:TurretControllerWindow>

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using Content.Client.Stylesheets;
using Content.Client.UserInterface.Controls;
using Content.Shared.Access;
using Content.Shared.Access.Systems;
using Content.Shared.TurretController;
using Content.Shared.Turrets;
using Robust.Client.AutoGenerated;
using Robust.Client.Player;
using Robust.Client.ResourceManagement;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.CustomControls;
using Robust.Client.UserInterface.XAML;
using Robust.Shared.Prototypes;
using System.Numerics;
namespace Content.Client.TurretController;
[GenerateTypedNameReferences]
public sealed partial class TurretControllerWindow : BaseWindow
{
[Dependency] private readonly IEntityManager _entManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IResourceCache _cache = default!;
private readonly AccessReaderSystem _accessReaderSystem;
private EntityUid? _owner;
// Button groups
private readonly ButtonGroup _armamentButtons = new();
// Events
public event Action<HashSet<ProtoId<AccessLevelPrototype>>, bool>? OnAccessLevelsChangedEvent;
public event Action<TurretArmamentSetting>? OnArmamentSettingChangedEvent;
// Colors
private static readonly Dictionary<TurretArmamentSetting, Color> ThemeColors = new()
{
[TurretArmamentSetting.Safe] = Color.FromHex("#33e633"),
[TurretArmamentSetting.Stun] = Color.FromHex("#dfb827"),
[TurretArmamentSetting.Lethal] = Color.FromHex("#da2a2a")
};
public TurretControllerWindow()
{
RobustXamlLoader.Load(this);
IoCManager.InjectDependencies(this);
_accessReaderSystem = _entManager.System<AccessReaderSystem>();
CloseButton.OnPressed += _ => Close();
// Set up armament buttons
SafeButton.OnToggled += args => OnArmamentButtonPressed(SafeButton, TurretArmamentSetting.Safe);
StunButton.OnToggled += args => OnArmamentButtonPressed(StunButton, TurretArmamentSetting.Stun);
LethalButton.OnToggled += args => OnArmamentButtonPressed(LethalButton, TurretArmamentSetting.Lethal);
SafeButton.Group = _armamentButtons;
StunButton.Group = _armamentButtons;
LethalButton.Group = _armamentButtons;
SafeButton.Label.AddStyleClass("ConsoleText");
StunButton.Label.AddStyleClass("ConsoleText");
LethalButton.Label.AddStyleClass("ConsoleText");
// Set up access configuration buttons
AccessConfiguration.SetMonotone(true);
AccessConfiguration.SetLabelStyleClass("ConsoleText");
AccessConfiguration.OnAccessLevelsChangedEvent += OnAccessLevelsChanged;
// Override footer font
var smallFont = _cache.NotoStack(size: 8);
Footer.FontOverride = smallFont;
}
private void OnAccessLevelsChanged(HashSet<ProtoId<AccessLevelPrototype>> accessLevels, bool isPressed)
{
OnAccessLevelsChangedEvent?.Invoke(accessLevels, isPressed);
}
private void OnArmamentButtonPressed(MonotoneButton pressedButton, TurretArmamentSetting setting)
{
UpdateTheme(setting);
OnArmamentSettingChangedEvent?.Invoke(setting);
}
private void Initialize()
{
RefreshLinkedTurrets(new());
if (_entManager.TryGetComponent<DeployableTurretControllerComponent>(_owner, out var turretController))
{
AccessConfiguration.SetAccessGroups(turretController.AccessGroups);
AccessConfiguration.SetAccessLevels(turretController.AccessLevels);
UpdateTheme((TurretArmamentSetting)turretController.ArmamentState);
}
if (_entManager.TryGetComponent<TurretTargetSettingsComponent>(_owner, out var turretTargetSettings))
{
RefreshAccessControls(turretTargetSettings.ExemptAccessLevels);
}
}
public void SetOwner(EntityUid owner)
{
_owner = owner;
Initialize();
}
private void UpdateTheme(TurretArmamentSetting setting)
{
var setPressedOn = setting switch
{
TurretArmamentSetting.Safe => SafeButton,
TurretArmamentSetting.Stun => StunButton,
TurretArmamentSetting.Lethal => LethalButton,
};
setPressedOn.Pressed = true;
var canInteract = IsLocalPlayerAllowedToInteract();
SafeButton.Disabled = !SafeButton.Pressed && !canInteract;
StunButton.Disabled = !StunButton.Pressed && !canInteract;
LethalButton.Disabled = !LethalButton.Pressed && !canInteract;
ContentsContainer.Modulate = ThemeColors[setting];
}
public void UpdateState(DeployableTurretControllerBoundInterfaceState state)
{
if (_entManager.TryGetComponent<DeployableTurretControllerComponent>(_owner, out var turretController))
UpdateTheme((TurretArmamentSetting)turretController.ArmamentState);
if (_entManager.TryGetComponent<TurretTargetSettingsComponent>(_owner, out var turretTargetSettings))
RefreshAccessControls(turretTargetSettings.ExemptAccessLevels);
RefreshLinkedTurrets(state.TurretStateByAddress);
}
public void RefreshLinkedTurrets(Dictionary<string, string> turretStates)
{
var turretCount = turretStates.Count;
var hasTurrets = turretCount > 0;
NoLinkedTurretsText.Visible = !hasTurrets;
LinkedTurretsContainer.Visible = hasTurrets;
LinkedTurretsContainer.RemoveAllChildren();
foreach (var (address, state) in turretStates)
{
var text = Loc.GetString(
"turret-controls-window-turret-status",
("device", address),
("status", Loc.GetString(state))
);
var label = new Label
{
Text = text,
HorizontalAlignment = HAlignment.Left,
Margin = new Thickness(10f, 0f, 10f, 0f),
HorizontalExpand = true,
SetHeight = 20f,
};
label.AddStyleClass("ConsoleText");
LinkedTurretsContainer.AddChild(label);
}
TurretStatusHeader.Text = Loc.GetString("turret-controls-window-turret-status-label", ("count", turretCount));
}
public void RefreshAccessControls(HashSet<ProtoId<AccessLevelPrototype>> exemptAccessLevels)
{
AccessConfiguration.SetActiveAccessLevels(exemptAccessLevels);
AccessConfiguration.SetLocalPlayerAccessibility(IsLocalPlayerAllowedToInteract());
}
protected override DragMode GetDragModeFor(Vector2 relativeMousePos)
{
return DragMode.Move;
}
private bool IsLocalPlayerAllowedToInteract()
{
if (_owner == null || _playerManager.LocalSession?.AttachedEntity == null)
return false;
return _accessReaderSystem.IsAllowed(_playerManager.LocalSession.AttachedEntity.Value, _owner.Value);
}
public enum TurretArmamentSetting
{
Safe = -1,
Stun = 0,
Lethal = 1,
}
}

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using Content.Shared.Access;
using Content.Shared.TurretController;
using Robust.Client.UserInterface;
using Robust.Shared.Prototypes;
namespace Content.Client.TurretController;
public sealed class TurretControllerWindowBoundUserInterface(EntityUid owner, Enum uiKey) : BoundUserInterface(owner, uiKey)
{
[ViewVariables]
private TurretControllerWindow? _window;
protected override void Open()
{
base.Open();
_window = this.CreateWindow<TurretControllerWindow>();
_window.SetOwner(Owner);
_window.OpenCentered();
_window.OnAccessLevelsChangedEvent += OnAccessLevelChanged;
_window.OnArmamentSettingChangedEvent += OnArmamentSettingChanged;
}
protected override void UpdateState(BoundUserInterfaceState state)
{
base.UpdateState(state);
if (state is not DeployableTurretControllerBoundInterfaceState { } castState)
return;
_window?.UpdateState(castState);
}
private void OnAccessLevelChanged(HashSet<ProtoId<AccessLevelPrototype>> accessLevels, bool enabled)
{
SendPredictedMessage(new DeployableTurretExemptAccessLevelChangedMessage(accessLevels, enabled));
}
private void OnArmamentSettingChanged(TurretControllerWindow.TurretArmamentSetting setting)
{
SendPredictedMessage(new DeployableTurretArmamentSettingChangedMessage((int)setting));
}
}

View File

@@ -84,9 +84,6 @@ public sealed partial class DeployableTurretSystem : SharedDeployableTurretSyste
if (_animation.HasRunningAnimation(ent, animPlayer, DeployableTurretComponent.AnimationKey)) if (_animation.HasRunningAnimation(ent, animPlayer, DeployableTurretComponent.AnimationKey))
return; return;
if (state == ent.Comp.VisualState)
return;
var targetState = state & DeployableTurretState.Deployed; var targetState = state & DeployableTurretState.Deployed;
var destinationState = ent.Comp.VisualState & DeployableTurretState.Deployed; var destinationState = ent.Comp.VisualState & DeployableTurretState.Deployed;

View File

@@ -7,7 +7,7 @@ namespace Content.Client.UserInterface.Controls;
/// <summary> /// <summary>
/// A button intended for use with a monotone color palette /// A button intended for use with a monotone color palette
/// </summary> /// </summary>
public sealed class MonotoneButton : ContainerButton public sealed class MonotoneButton : Button
{ {
/// <summary> /// <summary>
/// Specifies the color of the label text when the button is pressed. /// Specifies the color of the label text when the button is pressed.
@@ -15,43 +15,9 @@ public sealed class MonotoneButton : ContainerButton
[ViewVariables] [ViewVariables]
public Color AltTextColor { set; get; } = new Color(0.2f, 0.2f, 0.2f); public Color AltTextColor { set; get; } = new Color(0.2f, 0.2f, 0.2f);
/// <summary>
/// The label that holds the button text.
/// </summary>
public Label Label { get; }
/// <summary>
/// The text displayed by the button.
/// </summary>
[PublicAPI, ViewVariables]
public string? Text { get => Label.Text; set => Label.Text = value; }
/// <summary>
/// How to align the text inside the button.
/// </summary>
[PublicAPI, ViewVariables]
public AlignMode TextAlign { get => Label.Align; set => Label.Align = value; }
/// <summary>
/// If true, the button will allow shrinking and clip text
/// to prevent the text from going outside the bounds of the button.
/// If false, the minimum size will always fit the contained text.
/// </summary>
[PublicAPI, ViewVariables]
public bool ClipText
{
get => Label.ClipText;
set => Label.ClipText = value;
}
public MonotoneButton() public MonotoneButton()
{ {
Label = new Label RemoveStyleClass("button");
{
StyleClasses = { StyleClassButton }
};
AddChild(Label);
UpdateAppearance(); UpdateAppearance();
} }

View File

@@ -0,0 +1,152 @@
using Content.Server.DeviceNetwork.Systems;
using Content.Shared.Access;
using Content.Shared.DeviceNetwork;
using Content.Shared.DeviceNetwork.Components;
using Content.Shared.DeviceNetwork.Events;
using Content.Shared.DeviceNetwork.Systems;
using Content.Shared.TurretController;
using Content.Shared.Turrets;
using Robust.Server.GameObjects;
using Robust.Shared.Prototypes;
using System.Linq;
namespace Content.Server.TurretController;
/// <inheritdoc/>
public sealed partial class DeployableTurretControllerSystem : SharedDeployableTurretControllerSystem
{
[Dependency] private readonly UserInterfaceSystem _userInterfaceSystem = default!;
[Dependency] private readonly DeviceNetworkSystem _deviceNetwork = default!;
/// Keys for the device network. See <see cref="DeviceNetworkConstants"/> for further examples.
public const string CmdSetArmamemtState = "set_armament_state";
public const string CmdSetAccessExemptions = "set_access_exemption";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DeployableTurretControllerComponent, BoundUIOpenedEvent>(OnBUIOpened);
SubscribeLocalEvent<DeployableTurretControllerComponent, DeviceListUpdateEvent>(OnDeviceListUpdate);
SubscribeLocalEvent<DeployableTurretControllerComponent, DeviceNetworkPacketEvent>(OnPacketReceived);
}
private void OnBUIOpened(Entity<DeployableTurretControllerComponent> ent, ref BoundUIOpenedEvent args)
{
UpdateUIState(ent);
}
private void OnDeviceListUpdate(Entity<DeployableTurretControllerComponent> ent, ref DeviceListUpdateEvent args)
{
if (!TryComp<DeviceNetworkComponent>(ent, out var deviceNetwork))
return;
// List of new added turrets
var turretsToAdd = args.Devices.Except(args.OldDevices);
// Request data from newly linked devices
var payload = new NetworkPayload
{
[DeviceNetworkConstants.Command] = DeviceNetworkConstants.CmdUpdatedState,
};
foreach (var turretUid in turretsToAdd)
{
if (!HasComp<DeployableTurretComponent>(turretUid))
continue;
if (!TryComp<DeviceNetworkComponent>(turretUid, out var turretDeviceNetwork))
continue;
_deviceNetwork.QueuePacket(ent, turretDeviceNetwork.Address, payload, device: deviceNetwork);
}
// Remove newly unlinked devices
var turretsToRemove = args.OldDevices.Except(args.Devices);
var refreshUi = false;
foreach (var turretUid in turretsToRemove)
{
if (!TryComp<DeviceNetworkComponent>(turretUid, out var turretDeviceNetwork))
continue;
if (ent.Comp.LinkedTurrets.Remove(turretDeviceNetwork.Address))
refreshUi = true;
}
if (refreshUi)
UpdateUIState(ent);
}
private void OnPacketReceived(Entity<DeployableTurretControllerComponent> ent, ref DeviceNetworkPacketEvent args)
{
if (!args.Data.TryGetValue(DeviceNetworkConstants.Command, out string? command))
return;
if (!TryComp<DeviceNetworkComponent>(ent, out var deviceNetwork) || deviceNetwork.ReceiveFrequency != args.Frequency)
return;
// If an update was received from a turret, connect to it and update the UI
if (command == DeviceNetworkConstants.CmdUpdatedState &&
args.Data.TryGetValue(command, out DeployableTurretState updatedState))
{
ent.Comp.LinkedTurrets[args.SenderAddress] = updatedState;
UpdateUIState(ent);
}
}
protected override void ChangeArmamentSetting(Entity<DeployableTurretControllerComponent> ent, int armamentState, EntityUid? user = null)
{
base.ChangeArmamentSetting(ent, armamentState, user);
if (!TryComp<DeviceNetworkComponent>(ent, out var device))
return;
// Update linked turrets' armament statuses
var payload = new NetworkPayload
{
[DeviceNetworkConstants.Command] = CmdSetArmamemtState,
[CmdSetArmamemtState] = armamentState,
};
_deviceNetwork.QueuePacket(ent, null, payload, device: device);
}
protected override void ChangeExemptAccessLevels(
Entity<DeployableTurretControllerComponent> ent,
HashSet<ProtoId<AccessLevelPrototype>> exemptions,
bool enabled,
EntityUid? user = null
)
{
base.ChangeExemptAccessLevels(ent, exemptions, enabled, user);
if (!TryComp<DeviceNetworkComponent>(ent, out var device) ||
!TryComp<TurretTargetSettingsComponent>(ent, out var turretTargetingSettings))
return;
// Update linked turrets' target selection exemptions
var payload = new NetworkPayload
{
[DeviceNetworkConstants.Command] = CmdSetAccessExemptions,
[CmdSetAccessExemptions] = turretTargetingSettings.ExemptAccessLevels,
};
_deviceNetwork.QueuePacket(ent, null, payload, device: device);
}
private void UpdateUIState(Entity<DeployableTurretControllerComponent> ent)
{
var turretStates = new Dictionary<string, string>();
foreach (var (address, state) in ent.Comp.LinkedTurrets)
{
var stateName = state.ToString().ToLower();
var stateDesc = Loc.GetString("turret-controls-window-turret-" + stateName);
turretStates.Add(address, stateDesc);
}
var uiState = new DeployableTurretControllerBoundInterfaceState(turretStates);
_userInterfaceSystem.SetUiState(ent.Owner, DeployableTurretControllerUiKey.Key, uiState);
}
}

View File

@@ -1,20 +1,23 @@
using Content.Server.Destructible; using Content.Server.Destructible;
using Content.Server.DeviceNetwork;
using Content.Server.DeviceNetwork.Components;
using Content.Server.DeviceNetwork.Systems; using Content.Server.DeviceNetwork.Systems;
using Content.Server.NPC.HTN; using Content.Server.NPC.HTN;
using Content.Server.NPC.HTN.PrimitiveTasks.Operators.Combat.Ranged; using Content.Server.NPC.HTN.PrimitiveTasks.Operators.Combat.Ranged;
using Content.Server.Power.Components; using Content.Server.Power.Components;
using Content.Server.Repairable; using Content.Server.Repairable;
using Content.Server.TurretController;
using Content.Shared.Access;
using Content.Shared.Destructible; using Content.Shared.Destructible;
using Content.Shared.DeviceNetwork; using Content.Shared.DeviceNetwork;
using Content.Shared.DeviceNetwork.Components; using Content.Shared.DeviceNetwork.Components;
using Content.Shared.DeviceNetwork.Events; using Content.Shared.DeviceNetwork.Events;
using Content.Shared.Power; using Content.Shared.Power;
using Content.Shared.Turrets; using Content.Shared.Turrets;
using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Events; using Content.Shared.Weapons.Ranged.Events;
using Content.Shared.Weapons.Ranged.Systems;
using Robust.Shared.Audio; using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems; using Robust.Shared.Audio.Systems;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing; using Robust.Shared.Timing;
namespace Content.Server.Turrets; namespace Content.Server.Turrets;
@@ -25,6 +28,8 @@ public sealed partial class DeployableTurretSystem : SharedDeployableTurretSyste
[Dependency] private readonly SharedAppearanceSystem _appearance = default!; [Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!; [Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly DeviceNetworkSystem _deviceNetwork = default!; [Dependency] private readonly DeviceNetworkSystem _deviceNetwork = default!;
[Dependency] private readonly BatteryWeaponFireModesSystem _fireModes = default!;
[Dependency] private readonly TurretTargetSettingsSystem _turretTargetingSettings = default!;
[Dependency] private readonly IGameTiming _timing = default!; [Dependency] private readonly IGameTiming _timing = default!;
public override void Initialize() public override void Initialize()
@@ -36,6 +41,7 @@ public sealed partial class DeployableTurretSystem : SharedDeployableTurretSyste
SubscribeLocalEvent<DeployableTurretComponent, PowerChangedEvent>(OnPowerChanged); SubscribeLocalEvent<DeployableTurretComponent, PowerChangedEvent>(OnPowerChanged);
SubscribeLocalEvent<DeployableTurretComponent, BreakageEventArgs>(OnBroken); SubscribeLocalEvent<DeployableTurretComponent, BreakageEventArgs>(OnBroken);
SubscribeLocalEvent<DeployableTurretComponent, RepairedEvent>(OnRepaired); SubscribeLocalEvent<DeployableTurretComponent, RepairedEvent>(OnRepaired);
SubscribeLocalEvent<DeployableTurretComponent, DeviceNetworkPacketEvent>(OnPacketReceived);
SubscribeLocalEvent<DeployableTurretComponent, BeforeBroadcastAttemptEvent>(OnBeforeBroadcast); SubscribeLocalEvent<DeployableTurretComponent, BeforeBroadcastAttemptEvent>(OnBeforeBroadcast);
} }
@@ -68,6 +74,39 @@ public sealed partial class DeployableTurretSystem : SharedDeployableTurretSyste
_appearance.SetData(ent, DeployableTurretVisuals.Broken, false, appearance); _appearance.SetData(ent, DeployableTurretVisuals.Broken, false, appearance);
} }
private void OnPacketReceived(Entity<DeployableTurretComponent> ent, ref DeviceNetworkPacketEvent args)
{
if (!args.Data.TryGetValue(DeviceNetworkConstants.Command, out string? command))
return;
// Received a command to change armament state
if (command == DeployableTurretControllerSystem.CmdSetArmamemtState &&
args.Data.TryGetValue(command, out int? armamentState))
{
if (TryComp<BatteryWeaponFireModesComponent>(ent, out var batteryWeaponFireModes))
_fireModes.TrySetFireMode(ent, batteryWeaponFireModes, armamentState.Value);
TrySetState(ent, armamentState.Value >= 0);
return;
}
// Received a command to change access exemptions
if (command == DeployableTurretControllerSystem.CmdSetAccessExemptions &&
args.Data.TryGetValue(command, out HashSet<ProtoId<AccessLevelPrototype>>? accessExemptions) &&
TryComp<TurretTargetSettingsComponent>(ent, out var turretTargetSettings))
{
_turretTargetingSettings.SyncAccessLevelExemptions((ent, turretTargetSettings), accessExemptions);
return;
}
// Received a command to update the device network
if (command == DeviceNetworkConstants.CmdUpdatedState)
{
SendStateUpdateToDeviceNetwork(ent);
return;
}
}
private void OnBeforeBroadcast(Entity<DeployableTurretComponent> ent, ref BeforeBroadcastAttemptEvent args) private void OnBeforeBroadcast(Entity<DeployableTurretComponent> ent, ref BeforeBroadcastAttemptEvent args)
{ {
if (!TryComp<DeviceNetworkComponent>(ent, out var deviceNetwork)) if (!TryComp<DeviceNetworkComponent>(ent, out var deviceNetwork))

View File

@@ -1,6 +1,5 @@
using Content.Shared.Access.Components; using Content.Shared.Access.Components;
using Robust.Shared.Prototypes; using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Set;
namespace Content.Shared.Access; namespace Content.Shared.Access;
@@ -14,6 +13,23 @@ public sealed partial class AccessGroupPrototype : IPrototype
[IdDataField] [IdDataField]
public string ID { get; private set; } = default!; public string ID { get; private set; } = default!;
[DataField("tags", required: true)] /// <summary>
/// The player-visible name of the access level group
/// </summary>
[DataField]
public string? Name { get; set; }
/// <summary>
/// The access levels associated with this group
/// </summary>
[DataField(required: true)]
public HashSet<ProtoId<AccessLevelPrototype>> Tags = default!; public HashSet<ProtoId<AccessLevelPrototype>> Tags = default!;
public string GetAccessGroupName()
{
if (Name is { } name)
return Loc.GetString(name);
return ID;
}
} }

View File

@@ -0,0 +1,102 @@
using Content.Shared.Access;
using Content.Shared.Turrets;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
namespace Content.Shared.TurretController;
/// <summary>
/// Attached to entities that can set data on linked turret-based entities
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(SharedDeployableTurretControllerSystem))]
public sealed partial class DeployableTurretControllerComponent : Component
{
/// <summary>
/// The states of the turrets linked to this entity, indexed by their device address.
/// This is used to populate the controller UI with the address and state of linked turrets.
/// </summary>
[ViewVariables]
public Dictionary<string, DeployableTurretState> LinkedTurrets = new();
/// <summary>
/// The last armament state index applied to any linked turrets.
/// Values greater than zero have no additional effect if the linked turrets
/// do not have the <see cref="BatteryWeaponFireModesComponent"/>
/// </summary>
/// <remarks>
/// -1: Inactive, 0: weapon mode A, 1: weapon mode B, etc.
/// </remarks>
[DataField, AutoNetworkedField]
public int ArmamentState = -1;
/// <summary>
/// Access level prototypes that are known to the entity.
/// Determines what access permissions can be adjusted.
/// It is also used to populate the controller UI.
/// </summary>
[DataField]
public HashSet<ProtoId<AccessLevelPrototype>> AccessLevels = new();
/// <summary>
/// Access group prototypes that are known to the entity.
/// Determines how access permissions are organized on the controller UI.
/// </summary>
[DataField]
public HashSet<ProtoId<AccessGroupPrototype>> AccessGroups = new();
/// <summary>
/// Sound to play when denying access to the device.
/// </summary>
[DataField]
public SoundSpecifier AccessDeniedSound = new SoundPathSpecifier("/Audio/Machines/custom_deny.ogg");
}
[Serializable, NetSerializable]
public sealed class DeployableTurretControllerBoundInterfaceState : BoundUserInterfaceState
{
public Dictionary<string, string> TurretStateByAddress;
public DeployableTurretControllerBoundInterfaceState(Dictionary<string, string> turretStateByAddress)
{
TurretStateByAddress = turretStateByAddress;
}
}
[Serializable, NetSerializable]
public sealed class DeployableTurretArmamentSettingChangedMessage : BoundUserInterfaceMessage
{
public int ArmamentState;
public DeployableTurretArmamentSettingChangedMessage(int armamentState)
{
ArmamentState = armamentState;
}
}
[Serializable, NetSerializable]
public sealed class DeployableTurretExemptAccessLevelChangedMessage : BoundUserInterfaceMessage
{
public HashSet<ProtoId<AccessLevelPrototype>> AccessLevels;
public bool Enabled;
public DeployableTurretExemptAccessLevelChangedMessage(HashSet<ProtoId<AccessLevelPrototype>> accessLevels, bool enabled)
{
AccessLevels = accessLevels;
Enabled = enabled;
}
}
[Serializable, NetSerializable]
public enum TurretControllerVisuals : byte
{
ControlPanel,
}
[Serializable, NetSerializable]
public enum DeployableTurretControllerUiKey : byte
{
Key,
}

View File

@@ -0,0 +1,96 @@
using Content.Shared.Access;
using Content.Shared.Access.Systems;
using Content.Shared.Popups;
using Content.Shared.Turrets;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Prototypes;
namespace Content.Shared.TurretController;
/// <summary>
/// Oversees entities that can change the component values of linked deployable turrets,
/// specifically their armament and access level exemptions, via an associated UI
/// </summary>
public abstract partial class SharedDeployableTurretControllerSystem : EntitySystem
{
[Dependency] private readonly AccessReaderSystem _accessreader = default!;
[Dependency] private readonly TurretTargetSettingsSystem _turretTargetingSettings = default!;
[Dependency] private readonly SharedUserInterfaceSystem _userInterfaceSystem = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
public override void Initialize()
{
base.Initialize();
// Handling of client messages
SubscribeLocalEvent<DeployableTurretControllerComponent, DeployableTurretArmamentSettingChangedMessage>(OnArmamentSettingChanged);
SubscribeLocalEvent<DeployableTurretControllerComponent, DeployableTurretExemptAccessLevelChangedMessage>(OnExemptAccessLevelsChanged);
}
private void OnArmamentSettingChanged(Entity<DeployableTurretControllerComponent> ent, ref DeployableTurretArmamentSettingChangedMessage args)
{
if (IsUserAllowedAccess(ent, args.Actor))
ChangeArmamentSetting(ent, args.ArmamentState, args.Actor);
if (_userInterfaceSystem.TryGetOpenUi(ent.Owner, DeployableTurretControllerUiKey.Key, out var bui))
bui.Update<DeployableTurretControllerBoundInterfaceState>();
}
private void OnExemptAccessLevelsChanged(Entity<DeployableTurretControllerComponent> ent, ref DeployableTurretExemptAccessLevelChangedMessage args)
{
if (IsUserAllowedAccess(ent, args.Actor))
ChangeExemptAccessLevels(ent, args.AccessLevels, args.Enabled, args.Actor);
if (_userInterfaceSystem.TryGetOpenUi(ent.Owner, DeployableTurretControllerUiKey.Key, out var bui))
bui.Update<DeployableTurretControllerBoundInterfaceState>();
}
protected virtual void ChangeArmamentSetting(Entity<DeployableTurretControllerComponent> ent, int armamentState, EntityUid? user = null)
{
ent.Comp.ArmamentState = armamentState;
Dirty(ent);
_appearance.SetData(ent, TurretControllerVisuals.ControlPanel, armamentState);
// Linked turrets are updated on the server side
}
protected virtual void ChangeExemptAccessLevels(
Entity<DeployableTurretControllerComponent> ent,
HashSet<ProtoId<AccessLevelPrototype>> exemptions,
bool enabled,
EntityUid? user = null
)
{
// Update the controller
if (!TryComp<TurretTargetSettingsComponent>(ent, out var targetSettings))
return;
var controller = new Entity<TurretTargetSettingsComponent>(ent, targetSettings);
foreach (var accessLevel in exemptions)
{
if (!ent.Comp.AccessLevels.Contains(accessLevel))
continue;
_turretTargetingSettings.SetAccessLevelExemption(controller, accessLevel, enabled);
}
Dirty(controller);
// Linked turrets are updated on the server side
}
public bool IsUserAllowedAccess(Entity<DeployableTurretControllerComponent> ent, EntityUid user)
{
if (_accessreader.IsAllowed(user, ent))
return true;
_popup.PopupClient(Loc.GetString("turret-controls-access-denied"), ent, user);
_audio.PlayPredicted(ent.Comp.AccessDeniedSound, ent, user);
return false;
}
}

View File

@@ -23,13 +23,17 @@ public sealed partial class TurretTargetSettingsSystem : EntitySystem
/// <param name="ent">The entity and its <see cref="TurretTargetSettingsComponent"/></param> /// <param name="ent">The entity and its <see cref="TurretTargetSettingsComponent"/></param>
/// <param name="exemption">The proto ID for the access level</param> /// <param name="exemption">The proto ID for the access level</param>
/// <param name="enabled">Set 'true' to add the exemption, or 'false' to remove it</param> /// <param name="enabled">Set 'true' to add the exemption, or 'false' to remove it</param>
/// <param name="dirty">Set 'true' to dirty the component</param>
[PublicAPI] [PublicAPI]
public void SetAccessLevelExemption(Entity<TurretTargetSettingsComponent> ent, ProtoId<AccessLevelPrototype> exemption, bool enabled) public void SetAccessLevelExemption(Entity<TurretTargetSettingsComponent> ent, ProtoId<AccessLevelPrototype> exemption, bool enabled, bool dirty = true)
{ {
if (enabled) if (enabled)
ent.Comp.ExemptAccessLevels.Add(exemption); ent.Comp.ExemptAccessLevels.Add(exemption);
else else
ent.Comp.ExemptAccessLevels.Remove(exemption); ent.Comp.ExemptAccessLevels.Remove(exemption);
if (dirty)
Dirty(ent);
} }
/// <summary> /// <summary>
@@ -42,7 +46,9 @@ public sealed partial class TurretTargetSettingsSystem : EntitySystem
public void SetAccessLevelExemptions(Entity<TurretTargetSettingsComponent> ent, ICollection<ProtoId<AccessLevelPrototype>> exemptions, bool enabled) public void SetAccessLevelExemptions(Entity<TurretTargetSettingsComponent> ent, ICollection<ProtoId<AccessLevelPrototype>> exemptions, bool enabled)
{ {
foreach (var exemption in exemptions) foreach (var exemption in exemptions)
SetAccessLevelExemption(ent, exemption, enabled); SetAccessLevelExemption(ent, exemption, enabled, false);
Dirty(ent);
} }
/// <summary> /// <summary>

View File

@@ -0,0 +1,31 @@
# Headings
turret-controls-window-title = Autonomous Defense Control System
turret-controls-window-turret-status-label = Linked devices [{$count}]
turret-controls-window-armament-controls-label = Armament setting
turret-controls-window-targeting-controls-label = Authorized personnel
# Status reports
turret-controls-window-no-turrets = <! No linked devices !>
turret-controls-window-turret-status = » {$device} - Status: {$status}
turret-controls-window-turret-disabled = ***OFFLINE***
turret-controls-window-turret-retracted = INACTIVE
turret-controls-window-turret-retracting = DEACTIVATING
turret-controls-window-turret-deployed = SEARCHING...
turret-controls-window-turret-deploying = ACTIVATING
turret-controls-window-turret-firing = ENGAGING TARGET
turret-controls-window-turret-error = ERROR [404]
# Buttons
turret-controls-window-safe = Inactive
turret-controls-window-stun = Stun
turret-controls-window-lethal = Lethal
turret-controls-window-ignore = Ignore
turret-controls-window-target = Target
turret-controls-window-access-group-label = {$prefix} {$label}
turret-controls-window-all-checkbox = All
# Flavor
turret-controls-window-footer = Unauthorized personnel should ensure defenses are inactive before proceeding
# Warnings
turret-controls-access-denied = Access denied

View File

@@ -34,3 +34,8 @@
- Atmospherics - Atmospherics
- GenpopEnter - GenpopEnter
- GenpopLeave - GenpopLeave
- type: accessGroup
id: General
tags:
- Maintenance

View File

@@ -1,11 +1,9 @@
- type: entity - type: entity
parent: [BaseWeaponEnergyTurret, ConstructibleMachine] parent: [BaseWeaponEnergyTurret, ConstructibleMachine]
id: WeaponEnergyTurretStation id: WeaponEnergyTurretStation
name: sentry turret name: security turret
description: A high-tech autonomous weapons system designed to keep unauthorized personnel out of sensitive areas. description: A high-tech autonomous weapons system designed to keep unauthorized personnel out of sensitive areas.
components: components:
# Physics
- type: Fixtures - type: Fixtures
fixtures: fixtures:
body: body:
@@ -25,8 +23,6 @@
layer: layer:
- MachineLayer - MachineLayer
hard: false hard: false
# Sprites and appearance
- type: Sprite - type: Sprite
sprite: Objects/Weapons/Guns/Turrets/sentry_turret.rsi sprite: Objects/Weapons/Guns/Turrets/sentry_turret.rsi
drawdepth: HighFloorObjects drawdepth: HighFloorObjects
@@ -70,20 +66,14 @@
enum.WiresVisualLayers.MaintenancePanel: enum.WiresVisualLayers.MaintenancePanel:
True: { visible: false } True: { visible: false }
False: { visible: true } False: { visible: true }
# HTN
- type: HTN - type: HTN
enabled: false enabled: false
# Faction / control
- type: StationAiWhitelist - type: StationAiWhitelist
- type: NpcFactionMember - type: NpcFactionMember
factions: factions:
- AllHostile - AllHostile
- type: AccessReader - type: AccessReader
access: [["Security"]] access: [["Security"]]
# Weapon systems
- type: ProjectileBatteryAmmoProvider - type: ProjectileBatteryAmmoProvider
proto: BulletEnergyTurretDisabler proto: BulletEnergyTurretDisabler
fireCost: 100 fireCost: 100
@@ -98,8 +88,6 @@
- Security - Security
- Borg - Borg
- BasicSilicon - BasicSilicon
# Defenses / destruction
- type: DeployableTurret - type: DeployableTurret
retractedDamageModifierSetId: Metallic retractedDamageModifierSetId: Metallic
deployedDamageModifierSetId: FlimsyMetallic deployedDamageModifierSetId: FlimsyMetallic
@@ -130,8 +118,6 @@
node: machineFrame node: machineFrame
- !type:DoActsBehavior - !type:DoActsBehavior
acts: ["Destruction"] acts: ["Destruction"]
# Device network
- type: DeviceNetwork - type: DeviceNetwork
deviceNetId: Wired deviceNetId: Wired
receiveFrequencyId: TurretControl receiveFrequencyId: TurretControl
@@ -141,8 +127,6 @@
examinableAddress: true examinableAddress: true
- type: DeviceNetworkRequiresPower - type: DeviceNetworkRequiresPower
- type: WiredNetworkConnection - type: WiredNetworkConnection
# Wires
- type: UserInterface - type: UserInterface
interfaces: interfaces:
enum.WiresUiKey.Key: enum.WiresUiKey.Key:
@@ -156,8 +140,6 @@
locked: true locked: true
unlockOnClick: false unlockOnClick: false
- type: LockedWiresPanel - type: LockedWiresPanel
# General properties
- type: Machine - type: Machine
board: WeaponEnergyTurretStationMachineCircuitboard board: WeaponEnergyTurretStationMachineCircuitboard
- type: UseDelay - type: UseDelay
@@ -170,7 +152,7 @@
description: A high-tech autonomous weapons system under the direct control of a local artifical intelligence. description: A high-tech autonomous weapons system under the direct control of a local artifical intelligence.
components: components:
- type: AccessReader - type: AccessReader
access: [["StationAi"]] access: [["StationAi"], ["ResearchDirector"]]
- type: TurretTargetSettings - type: TurretTargetSettings
exemptAccessLevels: exemptAccessLevels:
- Borg - Borg
@@ -180,3 +162,4 @@
- type: DeviceNetwork - type: DeviceNetwork
receiveFrequencyId: TurretControlAI receiveFrequencyId: TurretControlAI
transmitFrequencyId: TurretAI transmitFrequencyId: TurretAI

View File

@@ -0,0 +1,198 @@
- type: entity
id: WeaponEnergyTurretControlPanelFrame
name: sentry turret control panel assembly
description: An incomplete wall-mounted assembly for a sentry turret control panel.
categories: [ HideSpawnMenu ]
components:
- type: Sprite
noRot: false
drawdepth: SmallObjects
sprite: Structures/Wallmounts/turret_controls.rsi
layers:
- state: base
- type: Damageable
damageContainer: StructuralInorganic
damageModifierSet: StructuralMetallic
- type: Destructible
thresholds:
- trigger:
!type:DamageTrigger
damage: 200
behaviors:
- !type:PlaySoundBehavior
sound:
collection: MetalGlassBreak
params:
volume: -4
#- !type:ChangeConstructionNodeBehavior - To be added in a later PR
# node: machineFrame
- !type:DoActsBehavior
acts: [ "Destruction" ]
- type: Transform
anchored: true
- type: WallMount
- type: Clickable
- type: InteractionOutline
- type: ContainerContainer
containers:
board: !type:Container
#- type: Construction - To be added in a later PR
# graph: WeaponEnergyTurretControlPanel
# node: frame
placement:
mode: SnapgridCenter
snap:
- Wallmount
- type: entity
parent: WeaponEnergyTurretControlPanelFrame
id: WeaponEnergyTurretStationControlPanel
name: security turret control panel
description: A wall-mounted interface for remotely configuring the operational parameters of linked security turrets.
components:
- type: Appearance
- type: Sprite
noRot: false
drawdepth: SmallObjects
sprite: Structures/Wallmounts/turret_controls.rsi
layers:
- state: base
- state: safe
map: ["enum.PowerDeviceVisualLayers.Powered"]
shader: unshaded
- state: wires
map: ["enum.WiresVisualLayers.MaintenancePanel"]
visible: false
- type: GenericVisualizer
visuals:
enum.WiresVisualLayers.MaintenancePanel:
enum.WiresVisualLayers.MaintenancePanel:
True: { visible: true }
False: { visible: false }
enum.PowerDeviceVisuals.Powered:
enum.PowerDeviceVisualLayers.Powered:
True: { visible: true }
False: { visible: false }
enum.TurretControllerVisuals.ControlPanel:
enum.PowerDeviceVisualLayers.Powered:
-1: { state: safe }
0: { state: stun }
1: { state: lethal }
- type: StationAiWhitelist
- type: AccessReader
access: [["Security"]]
- type: TurretTargetSettings
exemptAccessLevels:
- Security
- Borg
- BasicSilicon
- type: DeployableTurretController
accessGroups:
- Cargo
- Command
- Engineering
- General
- Medical
- Research
- Security
- Service
- Silicon
accessLevels:
- Armory
- Atmospherics
- Bar
- BasicSilicon
- Borg
- Brig
- Detective
- Captain
- Cargo
- Chapel
- Chemistry
- ChiefEngineer
- ChiefMedicalOfficer
- Command
- Cryogenics
- Engineering
- External
- HeadOfPersonnel
- HeadOfSecurity
- Hydroponics
- Janitor
- Kitchen
- Lawyer
- Maintenance
- Medical
- Quartermaster
- Research
- ResearchDirector
- Salvage
- Security
- Service
- Theatre
- type: DeviceList
isAllowList: true
- type: DeviceNetwork
deviceNetId: Wired
receiveFrequencyId: Turret
transmitFrequencyId: TurretControl
sendBroadcastAttemptEvent: true
prefix: device-address-prefix-console
- type: DeviceNetworkRequiresPower
- type: WiredNetworkConnection
- type: ActivatableUI
key: enum.DeployableTurretControllerUiKey.Key
- type: ActivatableUIRequiresPower
- type: UserInterface
interfaces:
enum.DeployableTurretControllerUiKey.Key:
type: TurretControllerWindowBoundUserInterface
enum.WiresUiKey.Key:
type: WiresBoundUserInterface
- type: WiresPanel
- type: WiresVisuals
- type: Wires
boardName: wires-board-name-turret-controls
layoutId: TurretControls
- type: Lock
locked: true
unlockOnClick: false
- type: LockedWiresPanel
- type: ApcPowerReceiver
- type: ExtensionCableReceiver
- type: Electrified
enabled: false
usesApcPower: true
#- type: ContainerFill - Will be added in a later PR
# containers:
# board:
# - WeaponEnergyTurretStationControlPanelElectronics
#- type: Construction - Will be added in a later PR
# graph: WeaponEnergyTurretControlPanel
# node: finish
- type: entity
parent: WeaponEnergyTurretStationControlPanel
id: WeaponEnergyTurretAIControlPanel
name: AI sentry turret control panel
description: A wall-mounted interface that allows a local artifical intelligence to adjust the operational parameters of linked sentry turrets.
components:
- type: AccessReader
access: [["StationAi"], ["ResearchDirector"]]
#- type: ContainerFill - Will be added in a later PR
# containers:
# board:
# - WeaponEnergyTurretAIControlPanelElectronics
- type: DeviceNetwork
receiveFrequencyId: TurretAI
transmitFrequencyId: TurretControlAI
- type: TurretTargetSettings
exemptAccessLevels:
- BasicSilicon
- Borg
- type: DeployableTurretController
accessGroups:
- Silicon
accessLevels:
- BasicSilicon
- Borg