* Make department / job list sorting consistent. This makes late join, crew manifest and character profile all apply consistent sorting for jobs and departments. We use the already-defined weights for departments (so command, then sec, then station specific, then just sort by prototype ID). Jobs also use weight (so heads are always at the top) then prototype ID, then character name (for manifest). Removed the crewmanifest.ordering CVar as doing it via prototype weight is just easier, and that CVar was already a mess anyways. * Fix jittery job icons in lists. They were set to KeepCentered in TextureRect. This has issues because the allocated space is actually an odd number of pixels, so it tries to position the draw at a half pixel offset. Now, yes, fixing this in TextureRect would make much more sense, but get off my back. (Ok seriously we need better helper functions for doing that in the engine. Don't wanna deal with that right now and I already have this patch made.) Instead I'm just gonna fix the issue by using VerticalAlignment in all these places instead which ends up doing exactly the same thing YIPPEE. Also gave a margin next to the icon on the crew manifest. Margins people!
321 lines
12 KiB
C#
321 lines
12 KiB
C#
using System.Linq;
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using System.Numerics;
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using Content.Client.CrewManifest;
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using Content.Client.GameTicking.Managers;
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using Content.Client.UserInterface.Controls;
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using Content.Client.Players.PlayTimeTracking;
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using Content.Shared.CCVar;
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using Content.Shared.Roles;
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using Content.Shared.StatusIcon;
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using Robust.Client.Console;
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using Robust.Client.GameObjects;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Shared.Configuration;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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using static Robust.Client.UserInterface.Controls.BoxContainer;
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namespace Content.Client.LateJoin
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{
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public sealed class LateJoinGui : DefaultWindow
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IClientConsoleHost _consoleHost = default!;
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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[Dependency] private readonly IEntitySystemManager _entitySystem = default!;
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[Dependency] private readonly JobRequirementsManager _jobRequirements = default!;
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public event Action<(NetEntity, string)> SelectedId;
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private readonly ClientGameTicker _gameTicker;
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private readonly SpriteSystem _sprites;
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private readonly CrewManifestSystem _crewManifest;
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private readonly Dictionary<NetEntity, Dictionary<string, JobButton>> _jobButtons = new();
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private readonly Dictionary<NetEntity, Dictionary<string, BoxContainer>> _jobCategories = new();
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private readonly List<ScrollContainer> _jobLists = new();
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private readonly Control _base;
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public LateJoinGui()
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{
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MinSize = SetSize = new Vector2(360, 560);
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IoCManager.InjectDependencies(this);
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_sprites = _entitySystem.GetEntitySystem<SpriteSystem>();
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_crewManifest = _entitySystem.GetEntitySystem<CrewManifestSystem>();
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_gameTicker = _entitySystem.GetEntitySystem<ClientGameTicker>();
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Title = Loc.GetString("late-join-gui-title");
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_base = new BoxContainer()
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{
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Orientation = LayoutOrientation.Vertical,
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VerticalExpand = true,
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};
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Contents.AddChild(_base);
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_jobRequirements.Updated += RebuildUI;
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RebuildUI();
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SelectedId += x =>
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{
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var (station, jobId) = x;
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Logger.InfoS("latejoin", $"Late joining as ID: {jobId}");
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_consoleHost.ExecuteCommand($"joingame {CommandParsing.Escape(jobId)} {station}");
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Close();
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};
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_gameTicker.LobbyJobsAvailableUpdated += JobsAvailableUpdated;
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}
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private void RebuildUI()
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{
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_base.RemoveAllChildren();
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_jobLists.Clear();
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_jobButtons.Clear();
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_jobCategories.Clear();
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if (!_gameTicker.DisallowedLateJoin && _gameTicker.StationNames.Count == 0)
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Logger.Warning("No stations exist, nothing to display in late-join GUI");
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foreach (var (id, name) in _gameTicker.StationNames)
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{
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var jobList = new BoxContainer
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{
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Orientation = LayoutOrientation.Vertical,
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Margin = new Thickness(0, 0, 5f, 0),
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};
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var collapseButton = new ContainerButton()
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{
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HorizontalAlignment = HAlignment.Right,
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ToggleMode = true,
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Children =
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{
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new TextureRect
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{
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StyleClasses = { OptionButton.StyleClassOptionTriangle },
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Margin = new Thickness(8, 0),
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HorizontalAlignment = HAlignment.Center,
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VerticalAlignment = VAlignment.Center,
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}
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}
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};
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_base.AddChild(new StripeBack()
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{
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Children =
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{
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new PanelContainer()
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{
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Children =
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{
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new Label()
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{
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StyleClasses = { "LabelBig" },
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Text = name,
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Align = Label.AlignMode.Center,
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},
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collapseButton
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}
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}
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}
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});
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if (_configManager.GetCVar(CCVars.CrewManifestWithoutEntity))
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{
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var crewManifestButton = new Button()
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{
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Text = Loc.GetString("crew-manifest-button-label")
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};
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crewManifestButton.OnPressed += _ => _crewManifest.RequestCrewManifest(id);
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_base.AddChild(crewManifestButton);
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}
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var jobListScroll = new ScrollContainer()
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{
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VerticalExpand = true,
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Children = {jobList},
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Visible = false,
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};
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if (_jobLists.Count == 0)
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jobListScroll.Visible = true;
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_jobLists.Add(jobListScroll);
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_base.AddChild(jobListScroll);
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collapseButton.OnToggled += _ =>
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{
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foreach (var section in _jobLists)
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{
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section.Visible = false;
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}
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jobListScroll.Visible = true;
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};
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var firstCategory = true;
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var departments = _prototypeManager.EnumeratePrototypes<DepartmentPrototype>().ToArray();
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Array.Sort(departments, DepartmentUIComparer.Instance);
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foreach (var department in departments)
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{
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var departmentName = Loc.GetString($"department-{department.ID}");
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_jobCategories[id] = new Dictionary<string, BoxContainer>();
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_jobButtons[id] = new Dictionary<string, JobButton>();
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var stationAvailable = _gameTicker.JobsAvailable[id];
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var jobsAvailable = new List<JobPrototype>();
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foreach (var jobId in department.Roles)
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{
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if (!stationAvailable.ContainsKey(jobId))
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continue;
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jobsAvailable.Add(_prototypeManager.Index<JobPrototype>(jobId));
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}
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jobsAvailable.Sort(JobUIComparer.Instance);
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// Do not display departments with no jobs available.
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if (jobsAvailable.Count == 0)
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continue;
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var category = new BoxContainer
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{
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Orientation = LayoutOrientation.Vertical,
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Name = department.ID,
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ToolTip = Loc.GetString("late-join-gui-jobs-amount-in-department-tooltip",
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("departmentName", departmentName))
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};
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if (firstCategory)
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{
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firstCategory = false;
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}
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else
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{
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category.AddChild(new Control
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{
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MinSize = new Vector2(0, 23),
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});
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}
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category.AddChild(new PanelContainer
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{
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Children =
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{
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new Label
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{
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StyleClasses = { "LabelBig" },
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Text = Loc.GetString("late-join-gui-department-jobs-label", ("departmentName", departmentName))
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}
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}
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});
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_jobCategories[id][department.ID] = category;
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jobList.AddChild(category);
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foreach (var prototype in jobsAvailable)
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{
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var value = stationAvailable[prototype.ID];
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var jobButton = new JobButton(prototype.ID, value);
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var jobSelector = new BoxContainer
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{
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Orientation = LayoutOrientation.Horizontal,
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HorizontalExpand = true
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};
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var icon = new TextureRect
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{
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TextureScale = new Vector2(2, 2),
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VerticalAlignment = VAlignment.Center
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};
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var jobIcon = _prototypeManager.Index<StatusIconPrototype>(prototype.Icon);
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icon.Texture = _sprites.Frame0(jobIcon.Icon);
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jobSelector.AddChild(icon);
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var jobLabel = new Label
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{
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Margin = new Thickness(5f, 0, 0, 0),
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Text = value != null ?
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Loc.GetString("late-join-gui-job-slot-capped", ("jobName", prototype.LocalizedName), ("amount", value)) :
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Loc.GetString("late-join-gui-job-slot-uncapped", ("jobName", prototype.LocalizedName)),
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};
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jobSelector.AddChild(jobLabel);
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jobButton.AddChild(jobSelector);
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category.AddChild(jobButton);
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jobButton.OnPressed += _ => SelectedId.Invoke((id, jobButton.JobId));
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if (!_jobRequirements.IsAllowed(prototype, out var reason))
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{
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jobButton.Disabled = true;
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if (!reason.IsEmpty)
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{
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var tooltip = new Tooltip();
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tooltip.SetMessage(reason);
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jobButton.TooltipSupplier = _ => tooltip;
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}
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jobSelector.AddChild(new TextureRect
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{
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TextureScale = new Vector2(0.4f, 0.4f),
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Stretch = TextureRect.StretchMode.KeepCentered,
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Texture = _sprites.Frame0(new SpriteSpecifier.Texture(new ("/Textures/Interface/Nano/lock.svg.192dpi.png"))),
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HorizontalExpand = true,
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HorizontalAlignment = HAlignment.Right,
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});
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}
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else if (value == 0)
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{
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jobButton.Disabled = true;
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}
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_jobButtons[id][prototype.ID] = jobButton;
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}
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}
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}
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}
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private void JobsAvailableUpdated(IReadOnlyDictionary<NetEntity, Dictionary<string, uint?>> _)
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{
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RebuildUI();
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}
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protected override void Dispose(bool disposing)
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{
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base.Dispose(disposing);
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if (disposing)
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{
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_jobRequirements.Updated -= RebuildUI;
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_gameTicker.LobbyJobsAvailableUpdated -= JobsAvailableUpdated;
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_jobButtons.Clear();
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_jobCategories.Clear();
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}
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}
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}
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sealed class JobButton : ContainerButton
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{
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public string JobId { get; }
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public uint? Amount { get; }
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public JobButton(string jobId, uint? amount)
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{
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JobId = jobId;
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Amount = amount;
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AddStyleClass(StyleClassButton);
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}
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}
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}
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