* lathe and material storage refactor * materialStorage ECS it kinda sus tho * beginning the lathe shitcode dive * couple lathe visuals and lathe system * lathe changes and such * dynamic lathe databases * rewrote internal logic on to ui * da newI * material display clientside * misc ui changes * component state handling and various other things * moar * Update Content.Shared/Lathe/LatheComponent.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * first volley of sloth review * more fixes * losin' my mind * all da changes * test fix and other review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
269 lines
12 KiB
C#
269 lines
12 KiB
C#
using Content.Client.Administration.Managers;
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using Content.Client.Changelog;
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using Content.Client.CharacterInterface;
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using Content.Client.Chat.Managers;
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using Content.Client.Options;
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using Content.Client.Eui;
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using Content.Client.Flash;
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using Content.Client.GhostKick;
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using Content.Client.HUD;
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using Content.Client.Info;
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using Content.Client.Input;
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using Content.Client.IoC;
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using Content.Client.Launcher;
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using Content.Client.MainMenu;
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using Content.Client.Parallax.Managers;
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using Content.Client.Players.PlayTimeTracking;
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using Content.Client.Preferences;
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using Content.Client.Radiation;
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using Content.Client.Screenshot;
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using Content.Client.Singularity;
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using Content.Client.Stylesheets;
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using Content.Client.Viewport;
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using Content.Client.Voting;
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using Content.Shared.Administration;
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using Content.Shared.AME;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Dispenser;
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using Content.Shared.Gravity;
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using Content.Shared.Lathe;
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using Content.Shared.Markers;
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using Robust.Client;
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using Robust.Client.Graphics;
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using Robust.Client.Input;
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using Robust.Client.Player;
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using Robust.Client.State;
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using Robust.Client.UserInterface;
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using Robust.Shared.Configuration;
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#if FULL_RELEASE
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using Robust.Shared;
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using Robust.Shared.Configuration;
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#endif
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using Robust.Shared.ContentPack;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Client.Entry
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{
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public sealed class EntryPoint : GameClient
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{
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IBaseClient _baseClient = default!;
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[Dependency] private readonly IGameController _gameController = default!;
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[Dependency] private readonly IStateManager _stateManager = default!;
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[Dependency] private readonly IComponentFactory _componentFactory = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IClientAdminManager _adminManager = default!;
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[Dependency] private readonly IParallaxManager _parallaxManager = default!;
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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[Dependency] private readonly IStylesheetManager _stylesheetManager = default!;
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[Dependency] private readonly IScreenshotHook _screenshotHook = default!;
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[Dependency] private readonly ChangelogManager _changelogManager = default!;
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[Dependency] private readonly RulesManager _rulesManager = default!;
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[Dependency] private readonly ViewportManager _viewportManager = default!;
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[Dependency] private readonly IUserInterfaceManager _userInterfaceManager = default!;
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[Dependency] private readonly IInputManager _inputManager = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IOverlayManager _overlayManager = default!;
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[Dependency] private readonly IChatManager _chatManager = default!;
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[Dependency] private readonly IClientPreferencesManager _clientPreferencesManager = default!;
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[Dependency] private readonly EuiManager _euiManager = default!;
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[Dependency] private readonly IVoteManager _voteManager = default!;
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[Dependency] private readonly IGamePrototypeLoadManager _gamePrototypeLoadManager = default!;
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[Dependency] private readonly NetworkResourceManager _networkResources = default!;
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[Dependency] private readonly GhostKickManager _ghostKick = default!;
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[Dependency] private readonly ExtendedDisconnectInformationManager _extendedDisconnectInformation = default!;
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[Dependency] private readonly PlayTimeTrackingManager _playTimeTracking = default!;
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[Dependency] private readonly IGameHud _gameHud = default!;
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public const int NetBufferSizeOverride = 2;
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public override void Init()
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{
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ClientContentIoC.Register();
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foreach (var callback in TestingCallbacks)
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{
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var cast = (ClientModuleTestingCallbacks) callback;
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cast.ClientBeforeIoC?.Invoke();
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}
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IoCManager.BuildGraph();
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IoCManager.InjectDependencies(this);
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#if FULL_RELEASE
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// if FULL_RELEASE, because otherwise this breaks some integration tests.
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IoCManager.Resolve<IConfigurationManager>().OverrideDefault(CVars.NetBufferSize, NetBufferSizeOverride);
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#endif
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_componentFactory.DoAutoRegistrations();
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_componentFactory.IgnoreMissingComponents();
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// Do not add to these, they are legacy.
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_componentFactory.RegisterClass<SharedSpawnPointComponent>();
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_componentFactory.RegisterClass<SharedReagentDispenserComponent>();
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_componentFactory.RegisterClass<SharedGravityGeneratorComponent>();
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_componentFactory.RegisterClass<SharedAMEControllerComponent>();
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// Do not add to the above, they are legacy
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_prototypeManager.RegisterIgnore("accent");
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_prototypeManager.RegisterIgnore("material");
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_prototypeManager.RegisterIgnore("reaction"); //Chemical reactions only needed by server. Reactions checks are server-side.
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_prototypeManager.RegisterIgnore("gasReaction");
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_prototypeManager.RegisterIgnore("seed"); // Seeds prototypes are server-only.
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_prototypeManager.RegisterIgnore("barSign");
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_prototypeManager.RegisterIgnore("objective");
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_prototypeManager.RegisterIgnore("holiday");
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_prototypeManager.RegisterIgnore("aiFaction");
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_prototypeManager.RegisterIgnore("htnCompound");
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_prototypeManager.RegisterIgnore("htnPrimitive");
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_prototypeManager.RegisterIgnore("gameMap");
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_prototypeManager.RegisterIgnore("faction");
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_prototypeManager.RegisterIgnore("lobbyBackground");
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_prototypeManager.RegisterIgnore("advertisementsPack");
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_prototypeManager.RegisterIgnore("metabolizerType");
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_prototypeManager.RegisterIgnore("metabolismGroup");
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_prototypeManager.RegisterIgnore("salvageMap");
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_prototypeManager.RegisterIgnore("gamePreset");
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_prototypeManager.RegisterIgnore("gameRule");
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_prototypeManager.RegisterIgnore("worldSpell");
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_prototypeManager.RegisterIgnore("entitySpell");
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_prototypeManager.RegisterIgnore("instantSpell");
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_prototypeManager.RegisterIgnore("roundAnnouncement");
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_prototypeManager.RegisterIgnore("wireLayout");
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_prototypeManager.RegisterIgnore("alertLevels");
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_prototypeManager.RegisterIgnore("nukeopsRole");
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_prototypeManager.RegisterIgnore("flavor");
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_componentFactory.GenerateNetIds();
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_adminManager.Initialize();
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_stylesheetManager.Initialize();
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_screenshotHook.Initialize();
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_changelogManager.Initialize();
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_rulesManager.Initialize();
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_viewportManager.Initialize();
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_ghostKick.Initialize();
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_extendedDisconnectInformation.Initialize();
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_playTimeTracking.Initialize();
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_baseClient.PlayerJoinedServer += (_, _) => { _mapManager.CreateNewMapEntity(MapId.Nullspace);};
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//AUTOSCALING default Setup!
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_configManager.SetCVar("interface.resolutionAutoScaleUpperCutoffX", 1080);
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_configManager.SetCVar("interface.resolutionAutoScaleUpperCutoffY", 720);
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_configManager.SetCVar("interface.resolutionAutoScaleLowerCutoffX", 520);
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_configManager.SetCVar("interface.resolutionAutoScaleLowerCutoffY", 240);
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_configManager.SetCVar("interface.resolutionAutoScaleMinimum", 0.5f);
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}
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public override void PostInit()
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{
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base.PostInit();
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// Setup key contexts
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ContentContexts.SetupContexts(_inputManager.Contexts);
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_parallaxManager.LoadDefaultParallax();
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_overlayManager.AddOverlay(new SingularityOverlay());
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_overlayManager.AddOverlay(new FlashOverlay());
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_overlayManager.AddOverlay(new RadiationPulseOverlay());
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_baseClient.PlayerJoinedServer += SubscribePlayerAttachmentEvents;
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_baseClient.PlayerLeaveServer += UnsubscribePlayerAttachmentEvents;
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_gameHud.Initialize();
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_chatManager.Initialize();
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_clientPreferencesManager.Initialize();
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_euiManager.Initialize();
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_voteManager.Initialize();
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_gamePrototypeLoadManager.Initialize();
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_networkResources.Initialize();
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_userInterfaceManager.SetDefaultTheme("SS14DefaultTheme");
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_baseClient.RunLevelChanged += (_, args) =>
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{
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if (args.NewLevel == ClientRunLevel.Initialize)
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{
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SwitchToDefaultState(args.OldLevel == ClientRunLevel.Connected ||
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args.OldLevel == ClientRunLevel.InGame);
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}
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};
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// Disable engine-default viewport since we use our own custom viewport control.
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_userInterfaceManager.MainViewport.Visible = false;
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SwitchToDefaultState();
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}
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public override void Update(ModUpdateLevel level, FrameEventArgs frameEventArgs)
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{
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base.Update(level, frameEventArgs);
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switch (level)
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{
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case ModUpdateLevel.FramePreEngine:
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// TODO: Turn IChatManager into an EntitySystem and remove the line below.
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IoCManager.Resolve<IChatManager>().FrameUpdate(frameEventArgs);
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break;
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}
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}
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/// <summary>
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/// Subscribe events to the player manager after the player manager is set up
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/// </summary>
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/// <param name="sender"></param>
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/// <param name="args"></param>
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public void SubscribePlayerAttachmentEvents(object? sender, EventArgs args)
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{
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if (_playerManager.LocalPlayer != null)
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{
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_playerManager.LocalPlayer.EntityAttached += AttachPlayerToEntity;
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_playerManager.LocalPlayer.EntityDetached += DetachPlayerFromEntity;
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}
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}
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public void UnsubscribePlayerAttachmentEvents(object? sender, EventArgs args)
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{
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if (_playerManager.LocalPlayer != null)
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{
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_playerManager.LocalPlayer.EntityAttached -= AttachPlayerToEntity;
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_playerManager.LocalPlayer.EntityDetached -= DetachPlayerFromEntity;
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}
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}
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public void AttachPlayerToEntity(EntityAttachedEventArgs eventArgs)
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{
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// TODO This is shitcode. Move this to an entity system, FOR FUCK'S SAKE
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_entityManager.AddComponent<CharacterInterfaceComponent>(eventArgs.NewEntity);
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}
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public void DetachPlayerFromEntity(EntityDetachedEventArgs eventArgs)
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{
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// TODO This is shitcode. Move this to an entity system, FOR FUCK'S SAKE
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if (!_entityManager.Deleted(eventArgs.OldEntity))
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{
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_entityManager.RemoveComponent<CharacterInterfaceComponent>(eventArgs.OldEntity);
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}
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}
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private void SwitchToDefaultState(bool disconnected = false)
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{
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// Fire off into state dependent on launcher or not.
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if (_gameController.LaunchState.FromLauncher)
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{
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_stateManager.RequestStateChange<LauncherConnecting>();
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var state = (LauncherConnecting) _stateManager.CurrentState;
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if (disconnected)
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{
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state.SetDisconnected();
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}
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}
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else
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{
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_stateManager.RequestStateChange<MainScreen>();
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}
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}
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}
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}
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