* Add power cell and weapon chargers Functionality's similar to SS13. The cell charger won't show the discrete charging levels because effort to not make it spam appearance updates over the network. There's some stuff I wasn't sure on: 1. Updating power? Particularly around fixing rounding 2. Duplicating the full and empty sprites as I couldn't figure out a way to not have AppearanceVisualizer throw if the state isn't found 3. I made a BaseCharger abstract class under the assumption that when a mech / borg charger is added it would also inherit from it. 4. GetText currently isn't localized * Address PJB's feedback Updated the BaseCharger * Change nullref exception to invalidoperation * If the user doesn't have hands it will just return instead
233 lines
8.2 KiB
C#
233 lines
8.2 KiB
C#
using System;
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using Content.Client.Chat;
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using Content.Client.GameObjects.Components.Actor;
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using Content.Client.GameTicking;
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using Content.Client.Input;
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using Content.Client.Interfaces;
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using Content.Client.Interfaces.Chat;
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using Content.Client.Interfaces.Parallax;
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using Content.Client.Parallax;
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using Content.Client.Sandbox;
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using Content.Client.UserInterface;
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using Content.Shared.GameObjects.Components;
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using Content.Shared.GameObjects.Components.Chemistry;
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using Content.Shared.GameObjects.Components.Markers;
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using Content.Shared.GameObjects.Components.Research;
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using Content.Shared.GameObjects.Components.VendingMachines;
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using Content.Shared.Interfaces;
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using Robust.Client.Interfaces;
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using Robust.Client.Interfaces.Graphics.Overlays;
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using Robust.Client.Interfaces.Input;
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using Robust.Client.Interfaces.UserInterface;
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using Robust.Client.Player;
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using Robust.Shared.ContentPack;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Client
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{
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public class EntryPoint : GameClient
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{
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#pragma warning disable 649
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[Dependency] private readonly IPlayerManager _playerManager;
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[Dependency] private readonly IEscapeMenuOwner _escapeMenuOwner;
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#pragma warning restore 649
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public override void Init()
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{
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var factory = IoCManager.Resolve<IComponentFactory>();
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var prototypes = IoCManager.Resolve<IPrototypeManager>();
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factory.DoAutoRegistrations();
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var registerIgnore = new[]
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{
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"Wrenchable",
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"AmmoBox",
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"Breakable",
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"Pickaxe",
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"Interactable",
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"Destructible",
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"Temperature",
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"PowerTransfer",
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"PowerNode",
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"PowerProvider",
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"PowerDevice",
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"PowerStorage",
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"PowerGenerator",
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"Explosive",
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"OnUseTimerTrigger",
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"ToolboxElectricalFill",
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"ToolLockerFill",
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"EmitSoundOnUse",
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"FootstepModifier",
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"HeatResistance",
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"Teleportable",
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"ItemTeleporter",
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"Portal",
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"EntityStorage",
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"PlaceableSurface",
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"Wirecutter",
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"Screwdriver",
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"Multitool",
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"Welder",
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"Wrench",
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"Crowbar",
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"HitscanWeapon",
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"ProjectileWeapon",
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"Projectile",
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"MeleeWeapon",
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"Storeable",
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"Stack",
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"Dice",
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"Construction",
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"Apc",
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"Door",
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"PoweredLight",
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"Smes",
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"Powercell",
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"HandheldLight",
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"LightBulb",
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"Healing",
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"Catwalk",
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"BallisticMagazine",
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"BallisticMagazineWeapon",
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"BallisticBullet",
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"HitscanWeaponCapacitor",
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"PowerCell",
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"WeaponCapacitorCharger",
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"PowerCellCharger",
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"AiController",
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"PlayerInputMover",
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"Computer",
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"AsteroidRock",
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"ResearchServer",
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"ResearchPointSource",
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"ResearchClient",
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"IdCard",
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"Access",
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"AccessReader",
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"IdCardConsole",
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"Airlock",
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"MedicalScanner",
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"WirePlacer",
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"Species",
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"Drink",
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"Food",
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"DrinkFoodContainer",
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"Stomach",
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"Hunger",
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"Thirst",
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"Rotatable",
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};
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foreach (var ignoreName in registerIgnore)
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{
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factory.RegisterIgnore(ignoreName);
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}
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factory.Register<SharedResearchConsoleComponent>();
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factory.Register<SharedLatheComponent>();
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factory.Register<SharedSpawnPointComponent>();
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factory.Register<SolutionComponent>();
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factory.Register<SharedVendingMachineComponent>();
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factory.Register<SharedWiresComponent>();
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factory.Register<SharedReagentDispenserComponent>();
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prototypes.RegisterIgnore("material");
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prototypes.RegisterIgnore("reaction"); //Chemical reactions only needed by server. Reactions checks are server-side.
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IoCManager.Register<IGameHud, GameHud>();
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IoCManager.Register<IClientNotifyManager, ClientNotifyManager>();
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IoCManager.Register<ISharedNotifyManager, ClientNotifyManager>();
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IoCManager.Register<IClientGameTicker, ClientGameTicker>();
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IoCManager.Register<IParallaxManager, ParallaxManager>();
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IoCManager.Register<IChatManager, ChatManager>();
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IoCManager.Register<IEscapeMenuOwner, EscapeMenuOwner>();
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IoCManager.Register<ISandboxManager, SandboxManager>();
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if (TestingCallbacks != null)
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{
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var cast = (ClientModuleTestingCallbacks) TestingCallbacks;
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cast.ClientBeforeIoC?.Invoke();
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}
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IoCManager.BuildGraph();
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IoCManager.Resolve<IParallaxManager>().LoadParallax();
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IoCManager.Resolve<IBaseClient>().PlayerJoinedServer += SubscribePlayerAttachmentEvents;
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var stylesheet = new NanoStyle();
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IoCManager.Resolve<IUserInterfaceManager>().Stylesheet = stylesheet.Stylesheet;
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IoCManager.Resolve<IUserInterfaceManager>().Stylesheet = stylesheet.Stylesheet;
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IoCManager.InjectDependencies(this);
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_escapeMenuOwner.Initialize();
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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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_playerManager.LocalPlayer.EntityAttached += AttachPlayerToEntity;
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_playerManager.LocalPlayer.EntityDetached += DetachPlayerFromEntity;
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}
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/// <summary>
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/// Add the character interface master which combines all character interfaces into one window
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/// </summary>
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public static void AttachPlayerToEntity(EntityAttachedEventArgs eventArgs)
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{
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eventArgs.NewEntity.AddComponent<CharacterInterface>();
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}
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/// <summary>
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/// Remove the character interface master from this entity now that we have detached ourselves from it
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/// </summary>
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public static void DetachPlayerFromEntity(EntityDetachedEventArgs eventArgs)
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{
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eventArgs.OldEntity.RemoveComponent<CharacterInterface>();
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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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var inputMan = IoCManager.Resolve<IInputManager>();
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ContentContexts.SetupContexts(inputMan.Contexts);
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IoCManager.Resolve<IGameHud>().Initialize();
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IoCManager.Resolve<IClientNotifyManager>().Initialize();
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IoCManager.Resolve<IClientGameTicker>().Initialize();
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IoCManager.Resolve<IOverlayManager>().AddOverlay(new ParallaxOverlay());
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IoCManager.Resolve<IChatManager>().Initialize();
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IoCManager.Resolve<ISandboxManager>().Initialize();
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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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IoCManager.Resolve<IClientNotifyManager>().FrameUpdate(frameEventArgs);
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IoCManager.Resolve<IClientGameTicker>().FrameUpdate(frameEventArgs);
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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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}
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}
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