Files
tbd-station-14/Content.Server/Shuttles/Systems/RadarConsoleSystem.cs
metalgearsloth c5486873db Shuttle console + FTL rework (#24430)
* Add shuttle interior drawing back

Just do it per-tile she'll be right, at least it's done with 1 draw call.

* Revamp shuttle console

* Bunch of cleanup work

* Lables sortito

* dok

* Pixel alignment and colours

* Fix a bunch of drawing bugs

* Shuttle map drawing

* Drawing fixes

* Map parallax working finally

* weh

* Commit all my stuff

* mic

* deez

* Update everything

* Xamlify everything

* uh

* Rudimentary blocker range

* My enemies have succeeded

* Bunch of changes to FTL

* Heaps of cleanup

* Fix FTL bugs

* FTL

* weewoo

* FTL fallback

* wew

* weh

* Basic FTL working

* FTL working

* FTL destination fixes

* a

* Exclusion zones

* Fix drawing / FTL

* Beacons working

* Coordinates drawing

* Fix unknown map names

* Dorks beginning

* State + docking cleanup start

* Basic dock drawing

* Bunch of drawing fixes

* Batching / color fixes

* Cleanup and beacons support

* weh

* weh

* Begin pings

* First draft at map objects

* Map fixup

* Faster drawing

* Fix perf + FTL

* Cached drawing

* Fix drawing

* Best I got

* strips

* Back to lists but with caching

* Final optimisation

* Fix dock bounds

* Docking work

* stinker

* kobolds

* Btns

* Docking vis working

* Fix docking pre-vis

* canasses

* Helldivers 2

* a

* Array life

* Fix

* Fix TODOs

* liltenhead feature club

* dorking

* Merge artifacts

* Last-minute touchup
2024-03-03 18:39:19 +11:00

60 lines
1.9 KiB
C#

using System.Numerics;
using Content.Server.UserInterface;
using Content.Shared.Shuttles.BUIStates;
using Content.Shared.Shuttles.Components;
using Content.Shared.Shuttles.Systems;
using Content.Shared.PowerCell;
using Content.Shared.Movement.Components;
using Robust.Server.GameObjects;
using Robust.Shared.Map;
namespace Content.Server.Shuttles.Systems;
public sealed class RadarConsoleSystem : SharedRadarConsoleSystem
{
[Dependency] private readonly ShuttleConsoleSystem _console = default!;
[Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RadarConsoleComponent, ComponentStartup>(OnRadarStartup);
}
private void OnRadarStartup(EntityUid uid, RadarConsoleComponent component, ComponentStartup args)
{
UpdateState(uid, component);
}
protected override void UpdateState(EntityUid uid, RadarConsoleComponent component)
{
var xform = Transform(uid);
var onGrid = xform.ParentUid == xform.GridUid;
EntityCoordinates? coordinates = onGrid ? xform.Coordinates : null;
Angle? angle = onGrid ? xform.LocalRotation : null;
if (component.FollowEntity)
{
coordinates = new EntityCoordinates(uid, Vector2.Zero);
angle = Angle.Zero;
}
if (_uiSystem.TryGetUi(uid, RadarConsoleUiKey.Key, out var bui))
{
NavInterfaceState state;
var docks = _console.GetAllDocks();
if (coordinates != null && angle != null)
{
state = _console.GetNavState(uid, docks, coordinates.Value, angle.Value);
}
else
{
state = _console.GetNavState(uid, docks);
}
_uiSystem.SetUiState(bui, new NavBoundUserInterfaceState(state));
}
}
}