* Reapply "Remove some BUI boilerplate" (#30214)
This reverts commit cb0ba66be3.
* Fix gas tank
* Fix PA
* Fix microwave
* Comms console underwrap
* Fix rcd
* log wehs
184 lines
7.0 KiB
C#
184 lines
7.0 KiB
C#
using System.Linq;
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using System.Numerics;
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using Content.Client.UserInterface.Controls;
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using Content.Shared.Access.Components;
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using Content.Shared.Access.Systems;
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using Content.Shared.Research.Components;
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using Content.Shared.Research.Prototypes;
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using Robust.Client.AutoGenerated;
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using Robust.Client.GameObjects;
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using Robust.Client.Player;
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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.XAML;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Client.Research.UI;
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[GenerateTypedNameReferences]
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public sealed partial class ResearchConsoleMenu : FancyWindow
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{
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public Action<string>? OnTechnologyCardPressed;
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public Action? OnServerButtonPressed;
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[Dependency] private readonly IEntityManager _entity = default!;
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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[Dependency] private readonly IPlayerManager _player = default!;
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private readonly ResearchSystem _research;
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private readonly SpriteSystem _sprite;
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private readonly AccessReaderSystem _accessReader;
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public EntityUid Entity;
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public ResearchConsoleMenu()
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{
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RobustXamlLoader.Load(this);
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IoCManager.InjectDependencies(this);
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_research = _entity.System<ResearchSystem>();
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_sprite = _entity.System<SpriteSystem>();
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_accessReader = _entity.System<AccessReaderSystem>();
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ServerButton.OnPressed += _ => OnServerButtonPressed?.Invoke();
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}
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public void SetEntity(EntityUid entity)
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{
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Entity = entity;
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}
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public void UpdatePanels(ResearchConsoleBoundInterfaceState state)
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{
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TechnologyCardsContainer.Children.Clear();
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var availableTech = _research.GetAvailableTechnologies(Entity);
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SyncTechnologyList(AvailableCardsContainer, availableTech);
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if (!_entity.TryGetComponent(Entity, out TechnologyDatabaseComponent? database))
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return;
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// i can't figure out the spacing so here you go
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TechnologyCardsContainer.AddChild(new Control
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{
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MinHeight = 10
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});
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var hasAccess = _player.LocalEntity is not { } local ||
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!_entity.TryGetComponent<AccessReaderComponent>(Entity, out var access) ||
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_accessReader.IsAllowed(local, Entity, access);
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foreach (var techId in database.CurrentTechnologyCards)
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{
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var tech = _prototype.Index<TechnologyPrototype>(techId);
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var cardControl = new TechnologyCardControl(tech, _prototype, _sprite, _research.GetTechnologyDescription(tech, includeTier: false), state.Points, hasAccess);
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cardControl.OnPressed += () => OnTechnologyCardPressed?.Invoke(techId);
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TechnologyCardsContainer.AddChild(cardControl);
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}
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var unlockedTech = database.UnlockedTechnologies.Select(x => _prototype.Index<TechnologyPrototype>(x));
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SyncTechnologyList(UnlockedCardsContainer, unlockedTech);
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}
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public void UpdateInformationPanel(ResearchConsoleBoundInterfaceState state)
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{
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var amountMsg = new FormattedMessage();
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amountMsg.AddMarkupOrThrow(Loc.GetString("research-console-menu-research-points-text",
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("points", state.Points)));
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ResearchAmountLabel.SetMessage(amountMsg);
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if (!_entity.TryGetComponent(Entity, out TechnologyDatabaseComponent? database))
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return;
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var disciplineText = Loc.GetString("research-discipline-none");
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var disciplineColor = Color.Gray;
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if (database.MainDiscipline != null)
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{
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var discipline = _prototype.Index<TechDisciplinePrototype>(database.MainDiscipline);
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disciplineText = Loc.GetString(discipline.Name);
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disciplineColor = discipline.Color;
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}
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var msg = new FormattedMessage();
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msg.AddMarkupOrThrow(Loc.GetString("research-console-menu-main-discipline",
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("name", disciplineText), ("color", disciplineColor)));
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MainDisciplineLabel.SetMessage(msg);
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TierDisplayContainer.Children.Clear();
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foreach (var disciplineId in database.SupportedDisciplines)
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{
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var discipline = _prototype.Index<TechDisciplinePrototype>(disciplineId);
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var tier = _research.GetHighestDisciplineTier(database, discipline);
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// don't show tiers with no available tech
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if (tier == 0)
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continue;
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// i'm building the small-ass control here to spare me some mild annoyance in making a new file
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var texture = new TextureRect
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{
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TextureScale = new Vector2( 2, 2 ),
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VerticalAlignment = VAlignment.Center
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};
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var label = new RichTextLabel();
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texture.Texture = _sprite.Frame0(discipline.Icon);
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label.SetMessage(Loc.GetString("research-console-tier-info-small", ("tier", tier)));
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var control = new BoxContainer
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{
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Children =
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{
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texture,
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label,
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new Control
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{
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MinWidth = 10
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}
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}
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};
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TierDisplayContainer.AddChild(control);
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}
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}
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/// <summary>
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/// Synchronize a container for technology cards with a list of technologies,
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/// creating or removing UI cards as appropriate.
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/// </summary>
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/// <param name="container">The container which contains the UI cards</param>
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/// <param name="technologies">The current set of technologies for which there should be cards</param>
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private void SyncTechnologyList(BoxContainer container, IEnumerable<TechnologyPrototype> technologies)
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{
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// For the cards which already exist, build a map from technology prototype to the UI card
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var currentTechControls = new Dictionary<TechnologyPrototype, Control>();
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foreach (var child in container.Children)
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{
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if (child is MiniTechnologyCardControl)
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{
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currentTechControls.Add((child as MiniTechnologyCardControl)!.Technology, child);
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}
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}
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foreach (var tech in technologies)
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{
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if (!currentTechControls.ContainsKey(tech))
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{
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// Create a card for any technology which doesn't already have one.
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var mini = new MiniTechnologyCardControl(tech, _prototype, _sprite, _research.GetTechnologyDescription(tech));
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container.AddChild(mini);
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}
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else
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{
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// The tech already exists in the UI; remove it from the set, so we won't revisit it below
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currentTechControls.Remove(tech);
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}
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}
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// Now, any items left in the dictionary are technologies which were previously
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// available, but now are not. Remove them.
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foreach (var (tech, techControl) in currentTechControls)
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{
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container.Children.Remove(techControl);
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}
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}
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}
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