386 lines
13 KiB
C#
386 lines
13 KiB
C#
using Content.Client.Stylesheets;
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using Content.Shared.Shuttles.BUIStates;
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using Content.Shared.Shuttles.Components;
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using Robust.Client.Graphics;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Collision.Shapes;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Client.Shuttles.UI;
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/// <summary>
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/// Displays nearby grids inside of a control.
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/// </summary>
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public sealed class RadarControl : Control
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{
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[Dependency] private readonly IEntityManager _entManager = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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private const float ScrollSensitivity = 8f;
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private const float GridLinesDistance = 32f;
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/// <summary>
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/// Used to transform all of the radar objects. Typically is a shuttle console parented to a grid.
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/// </summary>
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private EntityCoordinates? _coordinates;
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private Angle? _rotation;
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private float _radarMinRange = 64f;
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private float _radarMaxRange = 256f;
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public float RadarRange { get; private set; } = 256f;
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/// <summary>
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/// We'll lerp between the radarrange and actual range
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/// </summary>
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private float _actualRadarRange = 256f;
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/// <summary>
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/// Controls the maximum distance that IFF labels will display.
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/// </summary>
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public float MaxRadarRange { get; private set; } = 256f * 10f;
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private int MinimapRadius => (int) Math.Min(Size.X, Size.Y) / 2;
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private Vector2 MidPoint => (Size / 2) * UIScale;
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private int SizeFull => (int) (MinimapRadius * 2 * UIScale);
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private int ScaledMinimapRadius => (int) (MinimapRadius * UIScale);
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private float MinimapScale => RadarRange != 0 ? ScaledMinimapRadius / RadarRange : 0f;
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/// <summary>
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/// Shows a label on each radar object.
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/// </summary>
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private Dictionary<EntityUid, Control> _iffControls = new();
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private Dictionary<EntityUid, List<DockingInterfaceState>> _docks = new();
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public bool ShowIFF { get; set; } = true;
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public bool ShowDocks { get; set; } = true;
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/// <summary>
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/// Currently hovered docked to show on the map.
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/// </summary>
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public EntityUid? HighlightedDock;
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public Action<float>? OnRadarRangeChanged;
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public RadarControl()
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{
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IoCManager.InjectDependencies(this);
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MinSize = (SizeFull, SizeFull);
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RectClipContent = true;
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}
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public void SetMatrix(EntityCoordinates? coordinates, Angle? angle)
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{
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_coordinates = coordinates;
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_rotation = angle;
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}
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public void UpdateState(RadarConsoleBoundInterfaceState ls)
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{
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_radarMaxRange = ls.MaxRange;
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if (_radarMaxRange < RadarRange)
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{
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_actualRadarRange = _radarMaxRange;
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}
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if (_radarMaxRange < _radarMinRange)
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_radarMinRange = _radarMaxRange;
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_docks.Clear();
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foreach (var state in ls.Docks)
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{
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var coordinates = state.Coordinates;
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var grid = _docks.GetOrNew(coordinates.EntityId);
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grid.Add(state);
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}
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}
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protected override void MouseWheel(GUIMouseWheelEventArgs args)
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{
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base.MouseWheel(args);
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AddRadarRange(-args.Delta.Y * 1f / ScrollSensitivity * RadarRange);
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}
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public void AddRadarRange(float value)
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{
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_actualRadarRange = Math.Clamp(_actualRadarRange + value, _radarMinRange, _radarMaxRange);
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}
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protected override void Draw(DrawingHandleScreen handle)
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{
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if (!_actualRadarRange.Equals(RadarRange))
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{
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var diff = _actualRadarRange - RadarRange;
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var lerpRate = 10f;
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RadarRange += (float) Math.Clamp(diff, -lerpRate * MathF.Abs(diff) * _timing.FrameTime.TotalSeconds, lerpRate * MathF.Abs(diff) * _timing.FrameTime.TotalSeconds);
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OnRadarRangeChanged?.Invoke(RadarRange);
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}
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var fakeAA = new Color(0.08f, 0.08f, 0.08f);
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handle.DrawCircle((MidPoint.X, MidPoint.Y), ScaledMinimapRadius + 1, fakeAA);
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handle.DrawCircle((MidPoint.X, MidPoint.Y), ScaledMinimapRadius, Color.Black);
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// No data
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if (_coordinates == null || _rotation == null)
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{
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Clear();
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return;
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}
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var gridLines = new Color(0.08f, 0.08f, 0.08f);
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var gridLinesRadial = 8;
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var gridLinesEquatorial = (int) Math.Floor(RadarRange / GridLinesDistance);
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for (var i = 1; i < gridLinesEquatorial + 1; i++)
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{
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handle.DrawCircle((MidPoint.X, MidPoint.Y), GridLinesDistance * MinimapScale * i, gridLines, false);
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}
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for (var i = 0; i < gridLinesRadial; i++)
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{
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Angle angle = (Math.PI / gridLinesRadial) * i;
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var aExtent = angle.ToVec() * ScaledMinimapRadius;
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handle.DrawLine((MidPoint.X, MidPoint.Y) - aExtent, (MidPoint.X, MidPoint.Y) + aExtent, gridLines);
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}
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var metaQuery = _entManager.GetEntityQuery<MetaDataComponent>();
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var xformQuery = _entManager.GetEntityQuery<TransformComponent>();
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var fixturesQuery = _entManager.GetEntityQuery<FixturesComponent>();
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var bodyQuery = _entManager.GetEntityQuery<PhysicsComponent>();
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var mapPosition = _coordinates.Value.ToMap(_entManager);
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if (mapPosition.MapId == MapId.Nullspace || !xformQuery.TryGetComponent(_coordinates.Value.EntityId, out var xform))
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{
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Clear();
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return;
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}
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var offset = _coordinates.Value.Position;
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var offsetMatrix = Matrix3.CreateInverseTransform(
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mapPosition.Position,
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xform.WorldRotation - _rotation.Value);
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// Draw our grid in detail
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var ourGridId = _coordinates.Value.GetGridUid(_entManager);
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if (ourGridId != null)
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{
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var ourGridMatrix = xformQuery.GetComponent(ourGridId.Value).WorldMatrix;
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var ourGridFixtures = fixturesQuery.GetComponent(ourGridId.Value);
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Matrix3.Multiply(in ourGridMatrix, in offsetMatrix, out var matrix);
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// Draw our grid; use non-filled boxes so it doesn't look awful.
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DrawGrid(handle, matrix, ourGridFixtures, Color.Yellow);
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DrawDocks(handle, ourGridId.Value, matrix);
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}
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var invertedPosition = _coordinates.Value.Position - offset;
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invertedPosition.Y = -invertedPosition.Y;
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// Don't need to transform the InvWorldMatrix again as it's already offset to its position.
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// Draw radar position on the station
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handle.DrawCircle(ScalePosition(invertedPosition), 5f, Color.Lime);
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var shown = new HashSet<EntityUid>();
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// Draw other grids... differently
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foreach (var grid in _mapManager.FindGridsIntersecting(mapPosition.MapId,
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new Box2(mapPosition.Position - MaxRadarRange, mapPosition.Position + MaxRadarRange)))
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{
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if (grid.Owner == ourGridId || !fixturesQuery.TryGetComponent(grid.Owner, out var gridFixtures))
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continue;
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var gridBody = bodyQuery.GetComponent(grid.Owner);
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if (gridBody.Mass < 10f)
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{
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ClearLabel(grid.Owner);
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continue;
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}
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_entManager.TryGetComponent<IFFComponent>(grid.Owner, out var iff);
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// Hide it entirely.
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if (iff != null &&
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(iff.Flags & IFFFlags.Hide) != 0x0)
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{
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continue;
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}
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shown.Add(grid.Owner);
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var name = metaQuery.GetComponent(grid.Owner).EntityName;
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if (name == string.Empty)
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name = Loc.GetString("shuttle-console-unknown");
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var gridXform = xformQuery.GetComponent(grid.Owner);
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var gridMatrix = gridXform.WorldMatrix;
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Matrix3.Multiply(in gridMatrix, in offsetMatrix, out var matty);
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var color = iff?.Color ?? IFFComponent.IFFColor;
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if (ShowIFF &&
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(iff == null && IFFComponent.ShowIFFDefault ||
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(iff.Flags & IFFFlags.HideLabel) == 0x0))
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{
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var gridBounds = grid.LocalAABB;
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Label label;
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if (!_iffControls.TryGetValue(grid.Owner, out var control))
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{
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label = new Label()
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{
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HorizontalAlignment = HAlignment.Left,
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};
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_iffControls[grid.Owner] = label;
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AddChild(label);
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}
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else
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{
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label = (Label) control;
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}
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label.FontColorOverride = color;
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var gridCentre = matty.Transform(gridBody.LocalCenter);
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gridCentre.Y = -gridCentre.Y;
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var distance = gridCentre.Length;
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// y-offset the control to always render below the grid (vertically)
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var yOffset = Math.Max(gridBounds.Height, gridBounds.Width) * MinimapScale / 1.8f / UIScale;
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// The actual position in the UI. We offset the matrix position to render it off by half its width
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// plus by the offset.
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var uiPosition = ScalePosition(gridCentre) / UIScale - new Vector2(label.Width / 2f, -yOffset);
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// Look this is uggo so feel free to cleanup. We just need to clamp the UI position to within the viewport.
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uiPosition = new Vector2(Math.Clamp(uiPosition.X, 0f, Width - label.Width),
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Math.Clamp(uiPosition.Y, 10f, Height - label.Height));
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label.Visible = true;
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label.Text = Loc.GetString("shuttle-console-iff-label", ("name", name), ("distance", $"{distance:0.0}"));
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LayoutContainer.SetPosition(label, uiPosition);
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}
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else
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{
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ClearLabel(grid.Owner);
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}
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// Detailed view
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DrawGrid(handle, matty, gridFixtures, color);
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DrawDocks(handle, grid.Owner, matty);
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}
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foreach (var (ent, _) in _iffControls)
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{
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if (shown.Contains(ent)) continue;
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ClearLabel(ent);
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}
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}
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private void Clear()
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{
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foreach (var (_, label) in _iffControls)
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{
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label.Dispose();
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}
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_iffControls.Clear();
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}
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private void ClearLabel(EntityUid uid)
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{
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if (!_iffControls.TryGetValue(uid, out var label)) return;
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label.Dispose();
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_iffControls.Remove(uid);
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}
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private void DrawDocks(DrawingHandleScreen handle, EntityUid uid, Matrix3 matrix)
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{
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if (!ShowDocks) return;
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const float DockScale = 1.2f;
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if (_docks.TryGetValue(uid, out var docks))
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{
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foreach (var state in docks)
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{
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var ent = state.Entity;
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var position = state.Coordinates.Position;
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var uiPosition = matrix.Transform(position);
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if (uiPosition.Length > RadarRange - DockScale) continue;
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var color = HighlightedDock == ent ? state.HighlightedColor : state.Color;
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uiPosition.Y = -uiPosition.Y;
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var verts = new[]
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{
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matrix.Transform(position + new Vector2(-DockScale, -DockScale)),
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matrix.Transform(position + new Vector2(DockScale, -DockScale)),
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matrix.Transform(position + new Vector2(DockScale, DockScale)),
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matrix.Transform(position + new Vector2(-DockScale, DockScale)),
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};
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for (var i = 0; i < verts.Length; i++)
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{
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var vert = verts[i];
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vert.Y = -vert.Y;
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verts[i] = ScalePosition(vert);
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}
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handle.DrawPrimitives(DrawPrimitiveTopology.TriangleFan, verts, color);
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}
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}
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}
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private void DrawGrid(DrawingHandleScreen handle, Matrix3 matrix, FixturesComponent component, Color color)
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{
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foreach (var fixture in component.Fixtures.Values)
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{
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// If the fixture has any points out of range we won't draw any of it.
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var invalid = false;
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var poly = (PolygonShape) fixture.Shape;
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var verts = new Vector2[poly.VertexCount + 1];
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for (var i = 0; i < poly.VertexCount; i++)
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{
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var vert = matrix.Transform(poly.Vertices[i]);
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if (vert.Length > RadarRange)
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{
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invalid = true;
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break;
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}
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vert.Y = -vert.Y;
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verts[i] = ScalePosition(vert);
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}
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if (invalid) continue;
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// Closed list
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verts[poly.VertexCount] = verts[0];
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handle.DrawPrimitives(DrawPrimitiveTopology.LineStrip, verts, color);
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}
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}
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private Vector2 ScalePosition(Vector2 value)
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{
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return value * MinimapScale + MidPoint;
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}
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}
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