Files
tbd-station-14/Content.Client/Lobby/UI/LobbyCharacterPreviewPanel.cs
Moony ec68226e99 Refactor how jobs are handed out (#5422)
* Completely refactor how job spawning works

* Remove remains of old system.

* Squash the final bug, cleanup.

* Attempt to fix tests

* Adjusts packed's round-start crew roster, re-enables a bunch of old roles.
Also adds the Central Command Official as a proper role.

* pretty up ui

* refactor StationSystem into the correct folder & namespace.

* remove a log, make sure the lobby gets updated if a new map is spontaneously added.

* re-add accidentally removed log

* We do a little logging

* we do a little resolving

* we do a little documenting

* Renamed OverflowJob to FallbackOverflowJob
Allows stations to configure their own roundstart overflow job list.

* narrator: it did not compile

* oops

* support having no overflow jobs

* filescope for consistency

* small fixes

* Bumps a few role counts for Packed, namely engis

* log moment

* E

* Update Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml

Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>

* Update Content.Server/Maps/GameMapPrototype.cs

Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>

* factored job logic, cleanup.

* e

* Address reviews

* Remove the concept of a "default" grid.
It has no future in our new multi-station world

* why was clickable using that in the first place

* fix bad evil bug that almost slipped through
also adds chemist

* rms obsolete things from chemist

* Adds a sanity fallback

* address reviews

* adds ability to set name

* fuck

* cleanup joingame
2021-11-26 20:02:46 +11:00

170 lines
5.7 KiB
C#

using System.Linq;
using Content.Client.HUD.UI;
using Content.Client.Inventory;
using Content.Client.Preferences;
using Content.Shared.CharacterAppearance.Systems;
using Content.Shared.GameTicking;
using Content.Shared.Preferences;
using Content.Shared.Roles;
using Robust.Client.GameObjects;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using static Content.Shared.Inventory.EquipmentSlotDefines;
using static Robust.Client.UserInterface.Controls.BoxContainer;
namespace Content.Client.Lobby.UI
{
public class LobbyCharacterPreviewPanel : Control
{
private readonly IClientPreferencesManager _preferencesManager;
private IEntity _previewDummy;
private readonly Label _summaryLabel;
private readonly BoxContainer _loaded;
private readonly Label _unloaded;
public LobbyCharacterPreviewPanel(IEntityManager entityManager,
IClientPreferencesManager preferencesManager)
{
_preferencesManager = preferencesManager;
_previewDummy = entityManager.SpawnEntity("MobHumanDummy", MapCoordinates.Nullspace);
var header = new NanoHeading
{
Text = Loc.GetString("lobby-character-preview-panel-header")
};
CharacterSetupButton = new Button
{
Text = Loc.GetString("lobby-character-preview-panel-character-setup-button"),
HorizontalAlignment = HAlignment.Left
};
_summaryLabel = new Label();
var viewSouth = MakeSpriteView(_previewDummy, Direction.South);
var viewNorth = MakeSpriteView(_previewDummy, Direction.North);
var viewWest = MakeSpriteView(_previewDummy, Direction.West);
var viewEast = MakeSpriteView(_previewDummy, Direction.East);
var vBox = new BoxContainer
{
Orientation = LayoutOrientation.Vertical
};
vBox.AddChild(header);
_unloaded = new Label {Text = Loc.GetString("lobby-character-preview-panel-unloaded-preferences-label")};
_loaded = new BoxContainer
{
Orientation = LayoutOrientation.Vertical,
Visible = false
};
_loaded.AddChild(CharacterSetupButton);
_loaded.AddChild(_summaryLabel);
var hBox = new BoxContainer
{
Orientation = LayoutOrientation.Horizontal
};
hBox.AddChild(viewSouth);
hBox.AddChild(viewNorth);
hBox.AddChild(viewWest);
hBox.AddChild(viewEast);
_loaded.AddChild(hBox);
vBox.AddChild(_loaded);
vBox.AddChild(_unloaded);
AddChild(vBox);
UpdateUI();
_preferencesManager.OnServerDataLoaded += UpdateUI;
}
public Button CharacterSetupButton { get; }
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
_preferencesManager.OnServerDataLoaded -= UpdateUI;
if (!disposing) return;
_previewDummy.Delete();
_previewDummy = null!;
}
private static SpriteView MakeSpriteView(IEntity entity, Direction direction)
{
return new()
{
Sprite = entity.GetComponent<ISpriteComponent>(),
OverrideDirection = direction,
Scale = (2, 2)
};
}
public void UpdateUI()
{
if (!_preferencesManager.ServerDataLoaded)
{
_loaded.Visible = false;
_unloaded.Visible = true;
}
else
{
_loaded.Visible = true;
_unloaded.Visible = false;
if (_preferencesManager.Preferences?.SelectedCharacter is not HumanoidCharacterProfile selectedCharacter)
{
_summaryLabel.Text = string.Empty;
}
else
{
_summaryLabel.Text = selectedCharacter.Summary;
EntitySystem.Get<SharedHumanoidAppearanceSystem>().UpdateFromProfile(_previewDummy.Uid, selectedCharacter);
GiveDummyJobClothes(_previewDummy, selectedCharacter);
}
}
}
public static void GiveDummyJobClothes(IEntity dummy, HumanoidCharacterProfile profile)
{
var protoMan = IoCManager.Resolve<IPrototypeManager>();
var inventory = dummy.GetComponent<ClientInventoryComponent>();
var highPriorityJob = profile.JobPriorities.FirstOrDefault(p => p.Value == JobPriority.High).Key;
var job = protoMan.Index<JobPrototype>(highPriorityJob ?? SharedGameTicker.FallbackOverflowJob);
inventory.ClearAllSlotVisuals();
if (job.StartingGear != null)
{
var entityMan = IoCManager.Resolve<IEntityManager>();
var gear = protoMan.Index<StartingGearPrototype>(job.StartingGear);
foreach (var slot in AllSlots)
{
var itemType = gear.GetGear(slot, profile);
if (itemType != string.Empty)
{
var item = entityMan.SpawnEntity(itemType, MapCoordinates.Nullspace);
inventory.SetSlotVisuals(slot, item);
item.Delete();
}
}
}
}
}
}