Files
tbd-station-14/Content.Client/GameObjects/Components/Power/SolarControlWindow.xaml.cs
20kdc a2f5c953dc Refactoring of solar control console (#4072)
* Refactor/fix client-side of solar control computer (introduce ComputerBoundUserInterface & fix bugs)

* Refactor server side of solar control computer (introduce BaseComputerUserInterfaceComponent)

* If you can't interact, then messages to computers are blocked.

* Add 'not powered' messages, migrate activation logic partially to an EntitySystem

* Move solar control console to a XAML UI

* Remove useless comment on UserInterfaceKey

* BaseComputerUserInterfaceComponent: Remove EnsureComponent<PowerReceiver>, it's not necessary

* Fix solar panel occlusion check direction

* Solar Control Console refactors/etc. : Handle namespace renames
2021-06-17 00:49:02 +10:00

165 lines
6.4 KiB
C#

using System;
using JetBrains.Annotations;
using Content.Shared.Solar;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.AutoGenerated;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.XAML;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.CustomControls;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Localization;
using Robust.Shared.Maths;
using Robust.Shared.Timing;
namespace Content.Client.GameObjects.Components.Power
{
[GenerateTypedNameReferences]
public sealed partial class SolarControlWindow : SS14Window, IComputerWindow<SolarControlConsoleBoundInterfaceState>
{
private SolarControlConsoleBoundInterfaceState _lastState = new(0, 0, 0, 0);
public SolarControlWindow()
{
RobustXamlLoader.Load(this);
}
public void SetupComputerWindow(ComputerBoundUserInterfaceBase cb)
{
PanelRotation.OnTextEntered += (text) => {
double value;
if (double.TryParse(text.Text, out value))
{
SolarControlConsoleAdjustMessage msg = new SolarControlConsoleAdjustMessage();
msg.Rotation = Angle.FromDegrees(value);
msg.AngularVelocity = _lastState.AngularVelocity;
cb.SendMessage(msg);
// Predict this...
_lastState.Rotation = msg.Rotation;
NotARadar.UpdateState(_lastState);
}
};
PanelVelocity.OnTextEntered += (text) => {
double value;
if (double.TryParse(text.Text, out value))
{
SolarControlConsoleAdjustMessage msg = new SolarControlConsoleAdjustMessage();
msg.Rotation = NotARadar.PredictedPanelRotation;
msg.AngularVelocity = Angle.FromDegrees(value / 60);
cb.SendMessage(msg);
// Predict this...
_lastState.Rotation = NotARadar.PredictedPanelRotation;
_lastState.AngularVelocity = msg.AngularVelocity;
NotARadar.UpdateState(_lastState);
}
};
}
private string FormatAngle(Angle d)
{
return d.Degrees.ToString("F1");
}
// The idea behind this is to prevent every update from the server
// breaking the textfield.
private void UpdateField(LineEdit field, string newValue)
{
if (!field.HasKeyboardFocus())
{
field.Text = newValue;
}
}
public void UpdateState(SolarControlConsoleBoundInterfaceState scc)
{
_lastState = scc;
NotARadar.UpdateState(scc);
OutputPower.Text = ((int) MathF.Floor(scc.OutputPower)).ToString();
SunAngle.Text = FormatAngle(scc.TowardsSun);
UpdateField(PanelRotation, FormatAngle(scc.Rotation));
UpdateField(PanelVelocity, FormatAngle(scc.AngularVelocity * 60));
}
}
public sealed class SolarControlNotARadar : Control
{
// This is used for client-side prediction of the panel rotation.
// This makes the display feel a lot smoother.
private IGameTiming _gameTiming = IoCManager.Resolve<IGameTiming>();
private SolarControlConsoleBoundInterfaceState _lastState = new(0, 0, 0, 0);
private TimeSpan _lastStateTime = TimeSpan.Zero;
public const int StandardSizeFull = 290;
public const int StandardRadiusCircle = 140;
public int SizeFull => (int) (StandardSizeFull * UIScale);
public int RadiusCircle => (int) (StandardRadiusCircle * UIScale);
public SolarControlNotARadar()
{
MinSize = (SizeFull, SizeFull);
}
public void UpdateState(SolarControlConsoleBoundInterfaceState ls)
{
_lastState = ls;
_lastStateTime = _gameTiming.CurTime;
}
public Angle PredictedPanelRotation => _lastState.Rotation + (_lastState.AngularVelocity * ((_gameTiming.CurTime - _lastStateTime).TotalSeconds));
protected override void Draw(DrawingHandleScreen handle)
{
var point = SizeFull / 2;
var fakeAA = new Color(0.08f, 0.08f, 0.08f);
var gridLines = new Color(0.08f, 0.08f, 0.08f);
var panelExtentCutback = 4;
var gridLinesRadial = 8;
var gridLinesEquatorial = 8;
// Draw base
handle.DrawCircle((point, point), RadiusCircle + 1, fakeAA);
handle.DrawCircle((point, point), RadiusCircle, Color.Black);
// Draw grid lines
for (var i = 0; i < gridLinesEquatorial; i++)
{
handle.DrawCircle((point, point), (RadiusCircle / gridLinesEquatorial) * i, gridLines, false);
}
for (var i = 0; i < gridLinesRadial; i++)
{
Angle angle = (Math.PI / gridLinesRadial) * i;
var aExtent = angle.ToVec() * RadiusCircle;
handle.DrawLine((point, point) - aExtent, (point, point) + aExtent, gridLines);
}
// The rotations need to be adjusted because Y is inverted in Robust (like BYOND)
Vector2 rotMul = (1, -1);
// Hotfix corrections I don't understand
Angle rotOfs = new Angle(Math.PI * -0.5);
Angle predictedPanelRotation = PredictedPanelRotation;
var extent = (predictedPanelRotation + rotOfs).ToVec() * rotMul * RadiusCircle;
Vector2 extentOrtho = (extent.Y, -extent.X);
handle.DrawLine((point, point) - extentOrtho, (point, point) + extentOrtho, Color.White);
handle.DrawLine((point, point) + (extent / panelExtentCutback), (point, point) + extent - (extent / panelExtentCutback), Color.DarkGray);
var sunExtent = (_lastState.TowardsSun + rotOfs).ToVec() * rotMul * RadiusCircle;
handle.DrawLine((point, point) + sunExtent, (point, point), Color.Yellow);
}
}
[UsedImplicitly]
public class SolarControlConsoleBoundUserInterface : ComputerBoundUserInterface<SolarControlWindow, SolarControlConsoleBoundInterfaceState>
{
public SolarControlConsoleBoundUserInterface(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey) {}
}
}