* multi-node xeno artifacts * refactor existing artifact effects * more tweaks to generation * more shit plus fix tests * more generation stuff plus threat levels * doink * now make it build * defer the artifact activation to not cause errors also pricing * some changes * all of the yaml + ui stuff for artifact analyzer * machine linking and starting to make the ui functional * artifact analyzer display * a shit ton of artifact analyzer stuff * more changes; making destroy work properly; progress bar tweaks * getting shit going! ALL RIGHT * small tweaks that didn't help much * Komm susser todd: the end of analysis * recipes and hints and ui, oh my! * add some in-game sources gotta prepare for day 1 launch * node data + ditch random seed in place of id * bunch of triggers * finish off the last few triggers * implement machine examine verb * knock, flicker, blink, throw * shatter, foam, shuffle, heat * fix all the shit i broke * *some* of these have to be good, no? 25 effects * callin' it there for effects * comments + reword some trigger hints * don't mind this little commit here * byref event * fix brokey node entry * fix low pressure trigger * mirror review plus fixing 0x40's bug also the throw artifact threw incorrectly * randomize the event message a teeny bit
158 lines
5.5 KiB
C#
158 lines
5.5 KiB
C#
using Content.Client.Stylesheets;
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using Content.Client.UserInterface.Controls;
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using Content.Shared.Xenoarchaeology.Equipment;
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using Content.Shared.Xenoarchaeology.XenoArtifacts;
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using Robust.Client.AutoGenerated;
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using Robust.Client.GameObjects;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.XAML;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Client.Xenoarchaeology.Ui;
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[GenerateTypedNameReferences]
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public sealed partial class AnalysisConsoleMenu : FancyWindow
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{
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[Dependency] private readonly IEntityManager _ent = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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public event Action<BaseButton.ButtonEventArgs>? OnServerSelectionButtonPressed;
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public event Action<BaseButton.ButtonEventArgs>? OnScanButtonPressed;
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public event Action<BaseButton.ButtonEventArgs>? OnDestroyButtonPressed;
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public AnalysisConsoleMenu()
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{
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RobustXamlLoader.Load(this);
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IoCManager.InjectDependencies(this);
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ServerSelectionButton.OnPressed += a => OnServerSelectionButtonPressed?.Invoke(a);
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ScanButton.OnPressed += a => OnScanButtonPressed?.Invoke(a);
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DestroyButton.OnPressed += a => OnDestroyButtonPressed?.Invoke(a);
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}
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public void SetScanButtonDisabled(AnalysisConsoleScanUpdateState state)
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{
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var disabled = !state.CanScan;
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ScanButton.Disabled = disabled;
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}
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public void SetDestroyButtonDisabled(AnalysisConsoleScanUpdateState state)
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{
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var disabled = !state.ServerConnected || !state.CanScan;
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DestroyButton.Disabled = disabled;
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if (disabled)
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{
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DestroyButton.RemoveStyleClass(StyleBase.ButtonCaution);
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}
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else
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{
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DestroyButton.AddStyleClass(StyleBase.ButtonCaution);
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}
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}
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public void UpdateArtifactIcon(EntityUid? uid)
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{
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if (uid == null)
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{
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ArtifactDisplay.Visible = false;
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return;
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}
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ArtifactDisplay.Visible = true;
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if (!_ent.TryGetComponent<SpriteComponent>(uid, out var sprite))
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return;
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ArtifactDisplay.Sprite = sprite;
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}
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public void UpdateInformationDisplay(AnalysisConsoleScanUpdateState state)
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{
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var message = new FormattedMessage();
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if (state.Scanning)
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{
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message.AddMarkup(Loc.GetString("analysis-console-info-scanner"));
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Information.SetMessage(message);
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return;
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}
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//do this here
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UpdateArtifactIcon(state.Artifact);
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if (state.Artifact == null)//no scan present
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{
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if (!state.AnalyzerConnected) //no analyzer connected
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message.AddMarkup(Loc.GetString("analysis-console-info-no-scanner"));
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else if (!state.CanScan) //no artifact
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message.AddMarkup(Loc.GetString("analysis-console-info-no-artifact"));
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else if (state.Artifact == null) //ready to go
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message.AddMarkup(Loc.GetString("analysis-console-info-ready"));
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}
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if (state.Id != null) //node id
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message.AddMarkup(Loc.GetString("analysis-console-info-id", ("id", state.Id))+"\n");
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if (state.Depth != null) //node depth
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message.AddMarkup(Loc.GetString("analysis-console-info-depth", ("depth", state.Depth))+"\n");
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if (state.Triggered != null) //whether it has been triggered
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{
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var activated = state.Triggered.Value
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? "analysis-console-info-triggered-true"
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: "analysis-console-info-triggered-false";
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message.AddMarkup(Loc.GetString(activated)+"\n");
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}
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message.AddMarkup("\n");
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var needSecondNewline = false;
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if (state.TriggerProto != null && //possible triggers
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_proto.TryIndex<ArtifactTriggerPrototype>(state.TriggerProto, out var trigger) &&
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trigger.TriggerHint != null)
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{
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message.AddMarkup(Loc.GetString("analysis-console-info-trigger",
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("trigger", Loc.GetString(trigger.TriggerHint))) + "\n");
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needSecondNewline = true;
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}
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if (state.EffectProto != null && //possible effects
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_proto.TryIndex<ArtifactEffectPrototype>(state.EffectProto, out var effect) &&
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effect.EffectHint != null)
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{
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message.AddMarkup(Loc.GetString("analysis-console-info-effect",
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("effect", Loc.GetString(effect.EffectHint))) + "\n");
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needSecondNewline = true;
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}
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if (needSecondNewline)
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message.AddMarkup("\n");
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if (state.Edges != null) //number of edges
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message.AddMarkup(Loc.GetString("analysis-console-info-edges", ("edges", state.Edges))+"\n");
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if (state.Completion != null) //completion percentage
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{
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message.AddMarkup(Loc.GetString("analysis-console-info-completion",
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("percentage", Math.Round(state.Completion.Value * 100)))+"\n");
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}
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Information.SetMessage(message);
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}
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public void UpdateProgressBar(AnalysisConsoleScanUpdateState state)
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{
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ProgressBar.Visible = state.Scanning;
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ProgressLabel.Visible = state.Scanning;
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if (!state.Scanning)
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return;
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ProgressLabel.Text = Loc.GetString("analysis-console-progress-text",
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("seconds", (int) state.TotalTime.TotalSeconds - (int) state.TimeRemaining.TotalSeconds));
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ProgressBar.Value = (float) state.TimeRemaining.Divide(state.TotalTime);
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}
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}
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