mirror of
https://github.com/WWhiteDreamProject/wwdpublic.git
synced 2026-04-17 21:48:58 +03:00
* Reapply "[Fix] Regulator Lamp Visuals" (#523) This reverts commit5337022158. * Reapply "[Fix] Regular Lamp Layers" (#522)" This reverts commit2ebf5e18* fix: fixed lamp layers * style: styled overheat systems * fix: fixed advanced regulator lamp layers
502 lines
18 KiB
C#
502 lines
18 KiB
C#
using Content.Client._White.Guns;
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using Content.Client._White.UI;
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using Content.Client.IoC;
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using Content.Client.Items;
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using Content.Client.Resources;
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using Content.Client.Stylesheets;
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using Content.Client.Weapons.Ranged.Components;
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using Content.Client.Weapons.Ranged.ItemStatus;
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using Content.Shared._White.Guns;
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using Content.Shared.Weapons.Ranged.Components;
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using Robust.Client.Animations;
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using Robust.Client.Graphics;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using System.Numerics;
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namespace Content.Client.Weapons.Ranged.Systems;
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public sealed partial class GunSystem
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{
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private void OnAmmoCounterCollect(EntityUid uid, AmmoCounterComponent component, ItemStatusCollectMessage args)
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{
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RefreshControl(uid, component);
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if (component.Control != null)
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args.Controls.Add(component.Control);
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}
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/// <summary>
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/// Refreshes the control being used to show ammo. Useful if you change the AmmoProvider.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="component"></param>
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private void RefreshControl(EntityUid uid, AmmoCounterComponent? component = null)
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{
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if (!Resolve(uid, ref component, false))
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return;
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component.Control?.Dispose();
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component.Control = null;
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var ev = new AmmoCounterControlEvent();
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RaiseLocalEvent(uid, ev, false);
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// Fallback to default if none specified
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ev.Control ??= new DefaultStatusControl();
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component.Control = ev.Control;
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UpdateAmmoCount(uid, component);
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}
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private void UpdateAmmoCount(EntityUid uid, AmmoCounterComponent component)
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{
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if (component.Control == null)
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return;
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var ev = new UpdateAmmoCounterEvent()
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{
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Control = component.Control
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};
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RaiseLocalEvent(uid, ev, false);
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}
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protected override void UpdateAmmoCount(EntityUid uid, bool prediction = true)
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{
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// Don't use resolves because the method is shared and there's no compref and I'm trying to
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// share as much code as possible
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if (prediction && !Timing.IsFirstTimePredicted ||
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!TryComp<AmmoCounterComponent>(uid, out var clientComp))
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{
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return;
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}
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UpdateAmmoCount(uid, clientComp);
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}
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/// <summary>
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/// Raised when an ammocounter is requesting a control.
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/// </summary>
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public sealed class AmmoCounterControlEvent : EntityEventArgs
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{
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public Control? Control;
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}
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/// <summary>
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/// Raised whenever the ammo count / magazine for a control needs updating.
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/// </summary>
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public sealed class UpdateAmmoCounterEvent : HandledEntityEventArgs
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{
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public Control Control = default!;
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}
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#region Controls
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private sealed class DefaultStatusControl : Control
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{
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private readonly BulletRender _bulletRender;
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public DefaultStatusControl()
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{
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MinHeight = 15;
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HorizontalExpand = true;
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VerticalAlignment = VAlignment.Center;
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AddChild(_bulletRender = new()
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{
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HorizontalAlignment = HAlignment.Right,
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VerticalAlignment = VAlignment.Bottom
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});
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}
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public void Update(int count, int capacity)
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{
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_bulletRender.Count = count;
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_bulletRender.Capacity = capacity;
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_bulletRender.Type = capacity > 50 ? BulletRender.BulletType.Tiny : BulletRender.BulletType.Normal;
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}
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}
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// WWDP - DEFUNCT - Left just in case for upstream compatibility
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public sealed class BoxesStatusControl : Control
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{
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private readonly BatteryBulletRenderer _bullets;
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private readonly Label _ammoCount;
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public BoxesStatusControl()
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{
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MinHeight = 15;
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HorizontalExpand = true;
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VerticalAlignment = Control.VAlignment.Center;
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AddChild(new BoxContainer
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{
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Orientation = BoxContainer.LayoutOrientation.Horizontal,
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Children =
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{
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(_bullets = new()
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{
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Margin = new(0, 0, 5, 0),
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HorizontalExpand = true
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}),
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(_ammoCount = new()
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{
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StyleClasses = { StyleNano.StyleClassItemStatus },
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HorizontalAlignment = HAlignment.Right,
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VerticalAlignment = VAlignment.Bottom
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}),
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}
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});
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}
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public void Update(int count, int max)
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{
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_ammoCount.Visible = true;
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_ammoCount.Text = $"x{count:00}";
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_bullets.Capacity = max;
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_bullets.Count = count;
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}
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}
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private sealed class ChamberMagazineStatusControl : Control
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{
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private readonly BulletRender _bulletRender;
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private readonly TextureRect _chamberedBullet;
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private readonly Label _noMagazineLabel;
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private readonly Label _ammoCount;
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public ChamberMagazineStatusControl()
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{
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MinHeight = 15;
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HorizontalExpand = true;
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VerticalAlignment = Control.VAlignment.Center;
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AddChild(new BoxContainer
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{
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Orientation = BoxContainer.LayoutOrientation.Horizontal,
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HorizontalExpand = true,
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Children =
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{
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new Control
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{
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HorizontalExpand = true,
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Margin = new(0, 0, 5, 0),
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Children =
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{
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(_bulletRender = new()
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{
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HorizontalAlignment = HAlignment.Right,
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VerticalAlignment = VAlignment.Bottom
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}),
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(_noMagazineLabel = new()
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{
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Text = "No Magazine!",
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StyleClasses = {StyleNano.StyleClassItemStatus}
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})
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}
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},
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new BoxContainer
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{
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Orientation = BoxContainer.LayoutOrientation.Vertical,
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VerticalAlignment = VAlignment.Bottom,
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Margin = new(0, 0, 0, 2),
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Children =
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{
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(_ammoCount = new()
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{
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StyleClasses = {StyleNano.StyleClassItemStatus},
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HorizontalAlignment = HAlignment.Right,
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}),
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(_chamberedBullet = new()
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{
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Texture = StaticIoC.ResC.GetTexture("/Textures/Interface/ItemStatus/Bullets/chambered.png"),
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HorizontalAlignment = HAlignment.Left,
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}),
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}
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}
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}
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});
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}
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public void Update(bool chambered, bool magazine, int count, int capacity)
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{
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_chamberedBullet.ModulateSelfOverride =
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chambered ? Color.FromHex("#d7df60") : Color.Black;
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if (!magazine)
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{
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_bulletRender.Visible = false;
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_noMagazineLabel.Visible = true;
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_ammoCount.Visible = false;
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return;
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}
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_bulletRender.Visible = true;
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_noMagazineLabel.Visible = false;
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_ammoCount.Visible = true;
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_bulletRender.Count = count;
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_bulletRender.Capacity = capacity;
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_bulletRender.Type = capacity > 50 ? BulletRender.BulletType.Tiny : BulletRender.BulletType.Normal;
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_ammoCount.Text = $"x{count:00}";
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}
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public void PlayAlarmAnimation(Animation animation)
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{
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_noMagazineLabel.PlayAnimation(animation, "alarm");
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}
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}
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private sealed class RevolverStatusControl : Control
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{
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private readonly BoxContainer _bulletsList;
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public RevolverStatusControl()
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{
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MinHeight = 15;
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HorizontalExpand = true;
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VerticalAlignment = Control.VAlignment.Center;
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AddChild(_bulletsList = new()
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{
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Orientation = BoxContainer.LayoutOrientation.Horizontal,
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HorizontalExpand = true,
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VerticalAlignment = VAlignment.Center,
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SeparationOverride = 0
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});
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}
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public void Update(int currentIndex, bool?[] bullets)
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{
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_bulletsList.RemoveAllChildren();
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var capacity = bullets.Length;
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string texturePath;
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if (capacity <= 20)
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{
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texturePath = "/Textures/Interface/ItemStatus/Bullets/normal.png";
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}
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else if (capacity <= 30)
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{
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texturePath = "/Textures/Interface/ItemStatus/Bullets/small.png";
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}
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else
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{
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texturePath = "/Textures/Interface/ItemStatus/Bullets/tiny.png";
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}
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var texture = StaticIoC.ResC.GetTexture(texturePath);
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var spentTexture = StaticIoC.ResC.GetTexture("/Textures/Interface/ItemStatus/Bullets/empty.png");
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FillBulletRow(currentIndex, bullets, _bulletsList, texture, spentTexture);
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}
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private void FillBulletRow(int currentIndex, bool?[] bullets, Control container, Texture texture, Texture emptyTexture)
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{
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var capacity = bullets.Length;
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var colorA = Color.FromHex("#b68f0e");
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var colorB = Color.FromHex("#d7df60");
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var colorSpentA = Color.FromHex("#b50e25");
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var colorSpentB = Color.FromHex("#d3745f");
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var colorGoneA = Color.FromHex("#000000");
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var colorGoneB = Color.FromHex("#222222");
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var altColor = false;
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var scale = 1.3f;
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for (var i = 0; i < capacity; i++)
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{
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var bulletFree = bullets[i];
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// Add a outline
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var box = new Control()
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{
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MinSize = texture.Size * scale,
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};
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if (i == currentIndex)
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{
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box.AddChild(new TextureRect
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{
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Texture = texture,
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TextureScale = new(scale, scale),
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ModulateSelfOverride = Color.LimeGreen,
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});
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}
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Color color;
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Texture bulletTexture = texture;
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if (bulletFree.HasValue)
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{
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if (bulletFree.Value)
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{
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color = altColor ? colorA : colorB;
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}
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else
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{
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color = altColor ? colorSpentA : colorSpentB;
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bulletTexture = emptyTexture;
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}
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}
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else
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{
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color = altColor ? colorGoneA : colorGoneB;
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}
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box.AddChild(new TextureRect
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{
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Stretch = TextureRect.StretchMode.KeepCentered,
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Texture = bulletTexture,
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ModulateSelfOverride = color,
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});
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altColor ^= true;
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container.AddChild(box);
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}
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}
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}
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// WWDP EDIT START
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// here be shitcode
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public sealed class EnergyGunBatteryStatusControl : Control
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{
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private readonly EntityUid _gun;
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private readonly BarControl _ammoBar;
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private readonly Label _ammoLabel;
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private readonly Label _heatLabel;
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private readonly Label _lampLabel;
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private readonly BatteryAmmoProviderComponent _ammoProvider;
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private readonly GunOverheatComponent? _regulator;
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private readonly GunOverheatSystem _regSys;
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private int _ammoCount;
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private bool _heatLimitEnabled = true;
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private float _heatLimit;
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private float _heat; // caching temperature and ammo counts so that the labels don't end up having their measures invalidated every frame
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// not sure if this makes any difference performance-wise, but it just seems like a good idea
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public EnergyGunBatteryStatusControl(EntityUid uid, BatteryAmmoProviderComponent comp)
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{
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var entMan = IoCManager.Resolve<IEntityManager>();
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_regSys = entMan.System<GunOverheatSystem>();
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_gun = uid;
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_ammoProvider = comp;
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_ammoCount = comp.Shots;
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MinHeight = 15;
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HorizontalExpand = true;
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VerticalAlignment = VAlignment.Center;
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AddChild(new BoxContainer // outer box
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{
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Orientation = BoxContainer.LayoutOrientation.Vertical,
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Children =
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{
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new BoxContainer // inner upper box, lamp indicator and temp gauge
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{
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Orientation = BoxContainer.LayoutOrientation.Horizontal,
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Children =
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{
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(_lampLabel = new()
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{
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StyleClasses = { StyleNano.StyleClassItemStatus },
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HorizontalAlignment = HAlignment.Left,
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VerticalAlignment = VAlignment.Bottom,
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Text = " \u25cf"
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}),
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(_heatLabel = new()
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{
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StyleClasses = { StyleNano.StyleClassItemStatus },
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HorizontalAlignment = HAlignment.Right,
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HorizontalExpand = true,
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VerticalAlignment = VAlignment.Bottom,
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Text = $"{_heat-273.15:0.00} °C "
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}),
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}
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},
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new BoxContainer // inner lower box, the ammo display and counter
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{
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Orientation = BoxContainer.LayoutOrientation.Horizontal,
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Children =
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{
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(_ammoBar = new()
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{
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Rows = 4,
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MaxWidth = 75
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}),
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(_ammoLabel = new()
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{
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StyleClasses = { StyleNano.StyleClassItemStatus },
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HorizontalExpand = true,
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HorizontalAlignment = HAlignment.Right,
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VerticalAlignment = VAlignment.Top,
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Text = $"x{_ammoCount:00}"
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}),
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}
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}
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}
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});
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// if temp regulator component is missing on the gun, hide the temperature gauge and lamp display
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// since they won't matter anyways
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if (!entMan.TryGetComponent(_gun, out _regulator))
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{
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_heatLabel.Visible = false;
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_lampLabel.Visible = false;
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return;
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}
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_lampLabel.Visible = _regulator.RequiresLamp;
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}
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// still using kelvin because having temperature go from 0 to +inf is much nicer than from -273.15 to +inf
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private void UpdateTemp(float K)
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{
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var celcius = K - 273.15f;
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// we assume _regulator is not null since we'll check for it before calling this method
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var maxTemp = _regulator!.MaxDisplayTemperatureCelcius;
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var currentTemp = celcius > maxTemp ? $"{maxTemp:0}+°C" : $"{celcius:0} °C";
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_heatLabel.Text = _regulator.SafetyEnabled
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? $"{currentTemp}/{_regulator.TemperatureLimit - 273.15f:0} °C "
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: currentTemp;
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float hue = 0; // full red
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const float hueoffset = 0.07f; // raises the 0K color from dark blue to a brighter tone
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if (K < _regulator.TemperatureLimit)
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hue = 0.66f - (K / _regulator.TemperatureLimit * 0.55f * (1f - hueoffset) + hueoffset);
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var tempColor = Color.FromHsv(new(hue, 1, 1, 1));
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_heatLabel.FontColorOverride = tempColor;
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_lampLabel.FontColorOverride = tempColor;
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}
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protected override void PreRenderChildren(ref ControlRenderArguments args)
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{
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_ammoBar.Fill = 0;
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if (_ammoProvider.Capacity > 0)
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_ammoBar.Fill = (float) _ammoProvider.Shots / _ammoProvider.Capacity;
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if (_ammoCount != _ammoProvider.Shots)
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{
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_ammoCount = _ammoProvider.Shots;
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_ammoLabel.Text = $"x{_ammoCount:00}";
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}
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// skip all the temperature stuff if the related component is not present;
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if (_regulator is null)
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return;
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if (_regSys.GetLamp((_gun,_regulator), out var lamp))
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_lampLabel.Text = !lamp.Value.Comp.Intact ? " ◌" : " ●";
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if (_heat != _regulator.CurrentTemperature || _heatLimit != _regulator.TemperatureLimit || _heatLimitEnabled != _regulator.SafetyEnabled)
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{
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_heatLimit = _regulator.TemperatureLimit;
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_heat = _regulator.CurrentTemperature;
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_heatLimitEnabled = _regulator.SafetyEnabled;
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UpdateTemp(_heat);
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}
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}
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}
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// WWDP EDIT END
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#endregion
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}
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