Files
wwdpublic/Content.Client/Robotics/UI/RoboticsConsoleWindow.xaml.cs
DEATHB4DEFEAT 47b10a01b0 Catch-Up Cherry Pick 2 (#944)
# Description

Picked 400 commits (and skipped many, many more) from WizDen since #540.
Stopped at commit 332f54a3aebe669f6e50d26e7b047f0bdc28e0fb (Lobby
Refactor).

---

# TODO

- [x] Pick
- [x] Compile
- [x] Fix runtime errors
- [ ] Fix up humanoid profile editor
- [ ] Test everything

---

# Changelog

🆑
- add: Merged 400 WizDen PRs. Happy testing!

---------

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# Conflicts:
#	Content.Client/Input/ContentContexts.cs
#	Content.Client/Lobby/LobbyState.cs
#	Content.Client/Lobby/UI/HumanoidProfileEditor.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml.cs
#	Content.Client/Preferences/UI/CharacterSetupGui.xaml.cs
#	Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml
#	Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs
#	Content.Server/Fluids/EntitySystems/PuddleSystem.Spillable.cs
#	Content.Server/GameTicking/GameTicker.Spawning.cs
#	Content.Shared/Alert/AlertType.cs
#	Content.Shared/Input/ContentKeyFunctions.cs
#	Content.Shared/Preferences/HumanoidCharacterProfile.cs
#	Content.Shared/Weapons/Melee/MeleeWeaponComponent.cs
#	Resources/ConfigPresets/EinsteinEngines/default.toml
#	Resources/Prototypes/Alerts/alerts.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml
#	Resources/Prototypes/Entities/Clothing/Uniforms/jumpskirts.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/improvised/makeshiftstunprod.yml
#	Resources/Prototypes/Voice/speech_emotes.yml
#	Resources/keybinds.yml
2024-10-19 14:53:37 +07:00

148 lines
4.7 KiB
C#

using Content.Client.Stylesheets;
using Content.Client.UserInterface.Controls;
using Content.Shared.Lock;
using Content.Shared.Robotics;
using Content.Shared.Robotics.Components;
using Robust.Client.AutoGenerated;
using Robust.Client.GameObjects;
using Robust.Client.UserInterface.XAML;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Client.Robotics.UI;
[GenerateTypedNameReferences]
public sealed partial class RoboticsConsoleWindow : FancyWindow
{
[Dependency] private readonly IEntityManager _entMan = default!;
[Dependency] private readonly IGameTiming _timing = default!;
private readonly LockSystem _lock;
private readonly SpriteSystem _sprite;
public Action<string>? OnDisablePressed;
public Action<string>? OnDestroyPressed;
private Entity<RoboticsConsoleComponent, LockComponent?> _console;
private string? _selected;
private Dictionary<string, CyborgControlData> _cyborgs = new();
public RoboticsConsoleWindow(EntityUid console)
{
RobustXamlLoader.Load(this);
IoCManager.InjectDependencies(this);
_lock = _entMan.System<LockSystem>();
_sprite = _entMan.System<SpriteSystem>();
_console = (console, _entMan.GetComponent<RoboticsConsoleComponent>(console), null);
_entMan.TryGetComponent(_console, out _console.Comp2);
Cyborgs.OnItemSelected += args =>
{
if (Cyborgs[args.ItemIndex].Metadata is not string address)
return;
_selected = address;
PopulateData();
};
Cyborgs.OnItemDeselected += _ =>
{
_selected = null;
PopulateData();
};
// these won't throw since buttons are only visible if a borg is selected
DisableButton.OnPressed += _ =>
{
OnDisablePressed?.Invoke(_selected!);
};
DestroyButton.OnPressed += _ =>
{
OnDestroyPressed?.Invoke(_selected!);
};
// cant put multiple styles in xaml for some reason
DestroyButton.StyleClasses.Add(StyleBase.ButtonCaution);
}
public void UpdateState(RoboticsConsoleState state)
{
_cyborgs = state.Cyborgs;
// clear invalid selection
if (_selected is {} selected && !_cyborgs.ContainsKey(selected))
_selected = null;
var hasCyborgs = _cyborgs.Count > 0;
NoCyborgs.Visible = !hasCyborgs;
CyborgsContainer.Visible = hasCyborgs;
PopulateCyborgs();
PopulateData();
var locked = _lock.IsLocked((_console, _console.Comp2));
DangerZone.Visible = !locked;
LockedMessage.Visible = locked;
}
private void PopulateCyborgs()
{
// _selected might get set to null when recreating so copy it first
var selected = _selected;
Cyborgs.Clear();
foreach (var (address, data) in _cyborgs)
{
var item = Cyborgs.AddItem(data.Name, _sprite.Frame0(data.ChassisSprite!), metadata: address);
item.Selected = address == selected;
}
_selected = selected;
}
private void PopulateData()
{
if (_selected is not {} selected)
{
SelectCyborg.Visible = true;
BorgContainer.Visible = false;
return;
}
SelectCyborg.Visible = false;
BorgContainer.Visible = true;
var data = _cyborgs[selected];
var model = data.ChassisName;
BorgSprite.Texture = _sprite.Frame0(data.ChassisSprite!);
var batteryColor = data.Charge switch {
< 0.2f => "red",
< 0.4f => "orange",
< 0.6f => "yellow",
< 0.8f => "green",
_ => "blue"
};
var text = new FormattedMessage();
text.PushMarkup(Loc.GetString("robotics-console-model", ("name", model)));
text.AddMarkup(Loc.GetString("robotics-console-designation"));
text.AddText($" {data.Name}\n"); // prevent players trolling by naming borg [color=red]satan[/color]
text.PushMarkup(Loc.GetString("robotics-console-battery", ("charge", (int) (data.Charge * 100f)), ("color", batteryColor)));
text.PushMarkup(Loc.GetString("robotics-console-brain", ("brain", data.HasBrain)));
text.AddMarkup(Loc.GetString("robotics-console-modules", ("count", data.ModuleCount)));
BorgInfo.SetMessage(text);
// how the turntables
DisableButton.Disabled = !data.HasBrain;
DestroyButton.Disabled = _timing.CurTime < _console.Comp1.NextDestroy;
}
protected override void FrameUpdate(FrameEventArgs args)
{
base.FrameUpdate(args);
DestroyButton.Disabled = _timing.CurTime < _console.Comp1.NextDestroy;
}
}