* Stop network serializing prototypes Send the damn proto ID instead. * Fix sandbox violation
283 lines
12 KiB
C#
283 lines
12 KiB
C#
using System.Collections.Frozen;
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using System.Linq;
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using System.Numerics;
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using Content.Client.Administration.Systems;
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using Content.Client.Stylesheets;
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using Content.Shared.Administration;
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using Content.Shared.CCVar;
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using Content.Shared.Ghost;
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using Content.Shared.Mind;
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using Content.Shared.Roles;
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using Robust.Client.Graphics;
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using Robust.Client.ResourceManagement;
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using Robust.Client.UserInterface;
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using Robust.Shared.Configuration;
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using Robust.Shared.Enums;
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using Robust.Shared.Prototypes;
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namespace Content.Client.Administration;
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internal sealed class AdminNameOverlay : Overlay
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{
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private readonly AdminSystem _system;
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private readonly IEntityManager _entityManager;
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private readonly IEyeManager _eyeManager;
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private readonly EntityLookupSystem _entityLookup;
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private readonly IUserInterfaceManager _userInterfaceManager;
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private readonly SharedRoleSystem _roles;
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private readonly IPrototypeManager _prototypeManager;
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private readonly Font _font;
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private readonly Font _fontBold;
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private AdminOverlayAntagFormat _overlayFormat;
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private AdminOverlayAntagSymbolStyle _overlaySymbolStyle;
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private bool _overlayPlaytime;
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private bool _overlayStartingJob;
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private float _ghostFadeDistance;
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private float _ghostHideDistance;
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private int _overlayStackMax;
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private float _overlayMergeDistance;
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//TODO make this adjustable via GUI?
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private static readonly FrozenSet<ProtoId<RoleTypePrototype>> Filter =
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new ProtoId<RoleTypePrototype>[] {"SoloAntagonist", "TeamAntagonist", "SiliconAntagonist", "FreeAgent"}
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.ToFrozenSet();
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private readonly string _antagLabelClassic = Loc.GetString("admin-overlay-antag-classic");
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public AdminNameOverlay(
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AdminSystem system,
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IEntityManager entityManager,
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IEyeManager eyeManager,
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IResourceCache resourceCache,
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EntityLookupSystem entityLookup,
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IUserInterfaceManager userInterfaceManager,
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IConfigurationManager config,
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SharedRoleSystem roles,
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IPrototypeManager prototypeManager)
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{
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_system = system;
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_entityManager = entityManager;
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_eyeManager = eyeManager;
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_entityLookup = entityLookup;
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_userInterfaceManager = userInterfaceManager;
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_roles = roles;
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_prototypeManager = prototypeManager;
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ZIndex = 200;
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// Setting these to a specific ttf would break the antag symbols
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_font = resourceCache.NotoStack();
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_fontBold = resourceCache.NotoStack(variation: "Bold");
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config.OnValueChanged(CCVars.AdminOverlayAntagFormat, (show) => { _overlayFormat = UpdateOverlayFormat(show); }, true);
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config.OnValueChanged(CCVars.AdminOverlaySymbolStyle, (show) => { _overlaySymbolStyle = UpdateOverlaySymbolStyle(show); }, true);
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config.OnValueChanged(CCVars.AdminOverlayPlaytime, (show) => { _overlayPlaytime = show; }, true);
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config.OnValueChanged(CCVars.AdminOverlayStartingJob, (show) => { _overlayStartingJob = show; }, true);
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config.OnValueChanged(CCVars.AdminOverlayGhostHideDistance, (f) => { _ghostHideDistance = f; }, true);
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config.OnValueChanged(CCVars.AdminOverlayGhostFadeDistance, (f) => { _ghostFadeDistance = f; }, true);
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config.OnValueChanged(CCVars.AdminOverlayStackMax, (i) => { _overlayStackMax = i; }, true);
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config.OnValueChanged(CCVars.AdminOverlayMergeDistance, (f) => { _overlayMergeDistance = f; }, true);
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}
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private AdminOverlayAntagFormat UpdateOverlayFormat(string formatString)
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{
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if (!Enum.TryParse<AdminOverlayAntagFormat>(formatString, out var format))
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format = AdminOverlayAntagFormat.Binary;
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return format;
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}
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private AdminOverlayAntagSymbolStyle UpdateOverlaySymbolStyle(string symbolString)
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{
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if (!Enum.TryParse<AdminOverlayAntagSymbolStyle>(symbolString, out var symbolStyle))
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symbolStyle = AdminOverlayAntagSymbolStyle.Off;
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return symbolStyle;
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}
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public override OverlaySpace Space => OverlaySpace.ScreenSpace;
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protected override void Draw(in OverlayDrawArgs args)
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{
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var viewport = args.WorldAABB;
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var colorDisconnected = Color.White;
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var uiScale = _userInterfaceManager.RootControl.UIScale;
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var lineoffset = new Vector2(0f, 14f) * uiScale;
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var drawnOverlays = new List<(Vector2,Vector2)>() ; // A saved list of the overlays already drawn
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// Get all player positions before drawing overlays, so they can be sorted before iteration
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var sortable = new List<(PlayerInfo, Box2, EntityUid, Vector2)>();
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foreach (var info in _system.PlayerList)
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{
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var entity = _entityManager.GetEntity(info.NetEntity);
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// If entity does not exist or is on a different map, skip
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if (entity == null
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|| !_entityManager.EntityExists(entity)
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|| _entityManager.GetComponent<TransformComponent>(entity.Value).MapID != args.MapId)
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continue;
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var aabb = _entityLookup.GetWorldAABB(entity.Value);
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// if not on screen, skip
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if (!aabb.Intersects(in viewport))
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continue;
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// Get on-screen coordinates of player
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var screenCoordinates = _eyeManager.WorldToScreen(aabb.Center).Rounded();
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sortable.Add((info, aabb, entity.Value, screenCoordinates));
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}
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// Draw overlays for visible players, starting from the top of the screen
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foreach (var info in sortable.OrderBy(s => s.Item4.Y).ToList())
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{
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var playerInfo = info.Item1;
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var rolePrototype = playerInfo.RoleProto == null
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? null
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: _prototypeManager.Index(playerInfo.RoleProto.Value);
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var roleName = Loc.GetString(rolePrototype?.Name ?? RoleTypePrototype.FallbackName);
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var roleColor = rolePrototype?.Color ?? RoleTypePrototype.FallbackColor;
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var roleSymbol = rolePrototype?.Symbol ?? RoleTypePrototype.FallbackSymbol;
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var aabb = info.Item2;
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var entity = info.Item3;
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var screenCoordinatesCenter = info.Item4;
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//the center position is kept separately, for simpler position comparison later
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var centerOffset = new Vector2(28f, -18f) * uiScale;
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var screenCoordinates = screenCoordinatesCenter + centerOffset;
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var alpha = 1f;
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//TODO make a smarter system where the starting offset can be modified by the predicted position and size of already-drawn overlays/stacks?
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var currentOffset = Vector2.Zero;
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// Ghosts near the cursor are made transparent/invisible
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// TODO would be "cheaper" if playerinfo already contained a ghost bool, this gets called every frame for every onscreen player!
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if (_entityManager.HasComponent<GhostComponent>(entity))
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{
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// We want the map positions here, so we don't have to worry about resolution and such shenanigans
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var mobPosition = aabb.Center;
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var mousePosition = _eyeManager
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.ScreenToMap(_userInterfaceManager.MousePositionScaled.Position * uiScale)
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.Position;
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var dist = Vector2.Distance(mobPosition, mousePosition);
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if (dist < _ghostHideDistance)
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continue;
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alpha = Math.Clamp((dist - _ghostHideDistance) / (_ghostFadeDistance - _ghostHideDistance), 0f, 1f);
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colorDisconnected.A = alpha;
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}
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// If the new overlay text block is within merge distance of any previous ones
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// merge them into a stack so they don't hide each other
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var stack = drawnOverlays.FindAll(x =>
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Vector2.Distance(_eyeManager.ScreenToMap(x.Item1).Position, aabb.Center) <= _overlayMergeDistance);
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if (stack.Count > 0)
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{
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screenCoordinates = stack.First().Item1 + centerOffset;
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// Replacing this overlay's coordinates for the later save with the stack root's coordinates
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// so that other overlays don't try to stack to these coordinates
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screenCoordinatesCenter = stack.First().Item1;
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var i = 1;
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foreach (var s in stack)
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{
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// additional entries after maximum stack size is reached will be drawn over the last entry
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if (i <= _overlayStackMax - 1)
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currentOffset = lineoffset + s.Item2 ;
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i++;
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}
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}
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// Character name
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var color = Color.Aquamarine;
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color.A = alpha;
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args.ScreenHandle.DrawString(_font, screenCoordinates + currentOffset, playerInfo.CharacterName, uiScale, playerInfo.Connected ? color : colorDisconnected);
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currentOffset += lineoffset;
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// Username
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color = Color.Yellow;
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color.A = alpha;
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args.ScreenHandle.DrawString(_font, screenCoordinates + currentOffset, playerInfo.Username, uiScale, playerInfo.Connected ? color : colorDisconnected);
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currentOffset += lineoffset;
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// Playtime
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if (!string.IsNullOrEmpty(playerInfo.PlaytimeString) && _overlayPlaytime)
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{
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color = Color.Orange;
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color.A = alpha;
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args.ScreenHandle.DrawString(_font, screenCoordinates + currentOffset, playerInfo.PlaytimeString, uiScale, playerInfo.Connected ? color : colorDisconnected);
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currentOffset += lineoffset;
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}
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// Job
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if (!string.IsNullOrEmpty(playerInfo.StartingJob) && _overlayStartingJob)
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{
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color = Color.GreenYellow;
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color.A = alpha;
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args.ScreenHandle.DrawString(_font, screenCoordinates + currentOffset, Loc.GetString(playerInfo.StartingJob), uiScale, playerInfo.Connected ? color : colorDisconnected);
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currentOffset += lineoffset;
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}
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// Determine antag symbol
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string? symbol;
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switch (_overlaySymbolStyle)
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{
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case AdminOverlayAntagSymbolStyle.Specific:
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symbol = roleSymbol;
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break;
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case AdminOverlayAntagSymbolStyle.Basic:
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symbol = Loc.GetString("player-tab-antag-prefix");
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break;
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default:
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case AdminOverlayAntagSymbolStyle.Off:
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symbol = string.Empty;
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break;
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}
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// Determine antag/role type name
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string? text;
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switch (_overlayFormat)
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{
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case AdminOverlayAntagFormat.Roletype:
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color = roleColor;
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symbol = IsFiltered(playerInfo.RoleProto) ? symbol : string.Empty;
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text = IsFiltered(playerInfo.RoleProto)
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? roleName.ToUpper()
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: string.Empty;
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break;
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case AdminOverlayAntagFormat.Subtype:
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color = roleColor;
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symbol = IsFiltered(playerInfo.RoleProto) ? symbol : string.Empty;
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text = IsFiltered(playerInfo.RoleProto)
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? _roles.GetRoleSubtypeLabel(roleName, playerInfo.Subtype).ToUpper()
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: string.Empty;
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break;
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default:
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case AdminOverlayAntagFormat.Binary:
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color = Color.OrangeRed;
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symbol = playerInfo.Antag ? symbol : string.Empty;
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text = playerInfo.Antag ? _antagLabelClassic : string.Empty;
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break;
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}
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// Draw antag label
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color.A = alpha;
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var label = !string.IsNullOrEmpty(symbol)
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? Loc.GetString("player-tab-character-name-antag-symbol", ("symbol", symbol), ("name", text))
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: text;
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args.ScreenHandle.DrawString(_fontBold, screenCoordinates + currentOffset, label, uiScale, color);
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currentOffset += lineoffset;
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//Save the coordinates and size of the text block, for stack merge check
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drawnOverlays.Add((screenCoordinatesCenter, currentOffset));
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}
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}
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private static bool IsFiltered(ProtoId<RoleTypePrototype>? roleProtoId)
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{
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if (roleProtoId == null)
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return false;
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return Filter.Contains(roleProtoId.Value);
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}
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}
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