Files
crystall-punk-14/Content.Client/GameObjects/Components/Actor/CharacterInterface.cs

148 lines
4.5 KiB
C#
Raw Normal View History

using System.Collections.Generic;
using System.Linq;
using Content.Client.GameObjects.Components.Mobs;
using Content.Client.UserInterface;
Cloning (#1932) * Add art assets for cloning * Added a 'Scan DNA' button to the medical scanner * Made the UI update unconditional for the medical scanner until checks for power changes are in place * Update Medical scanner to reflect powered status and fix #1774 * added a 'scan dna' button the the medical scanner that will add the contained bodies Uid to a list in CloningSystem, fixed an issue with the menu not populating if the scanner starts in an unpowered state * Add disabling logic to 'Scan DNA' button on medical scanner * Removed un-used libraries * changed scan dna button to Scan and Save DNA * Added cloning machine code infrastructure copied from Medical Scanner * Added a list to cloning menu containing some numbers * Cloning Machine UI sends a message to the cloning component with the entityUID * New scans now show up in cloning pod menu * fixed cloning machine collision shape * cloning machine can now spawn the right player profile assuming the attatched entity is still correct. * refactored cloning system to use a map of integer ids to player Minds * Added a return to body cloning loop for the ghost * Fixed warning for _playerManager being possibly null, added TODO note for ghost return to body button acting as a toggle * removed #nullable from cloningMachineWindow" * Trying to get rid of nullable error * fix CloningMachine to not initilize with it's owner components * updated CloningMachine server component to play nice with the new nullable rules * replace flag with eventBus message for sending a ghosts mind to a clone body * Refactor cloning so that a popup option is used to get user consent for cloning * Refactoring * Reverting unused changes for cloning component * Added proper cloning pod sprites and a visualizer so 'idle' and 'cloning' states are properly reflected * added missing robust toolbox contents * Added cloning NoMind State and made cloning take time * Added cloning progress bar and mind status indicator to cloning pod * Added missing localization calls, removeed 'returned to cloned body' from ghostUI * Added unsubscribe for cloningStartedMessage in Mindcomponent.cs OnRemove * Added eject button to cloningMachine and clamped the cloning progress bar to 100% * Added condition to eject body on cloningmachine so bodies can't be ejected until cloning is done * Add click-dragOn functionality to the medical scanner for things with a bodyManager * Messed with scan query so it doesn't fail on dead bodies as long as Mind still owns the mob * refactored clonning scan check on medical scanner so it doesn't do a linq query * merge with rogue toolbox * Change the name of Cloning Machine to the less generic Cloning Pod * Changed Cloning Pod so it pauses cloning while the power is out * Removed the evil LocalizationManager from the cloning menus and used the static Loc instead * removed localization dependency from bound accpetCloning user interface * Removed Ilocalization dependency I accidentally added to ghost ui * Update Content.Client/GameObjects/Components/MedicalScanner/MedicalScannerComponent.cs Co-authored-by: Exp <theexp111@gmail.com> * Changed null check to tryget in case for cloning UiButton.Clone * Parameterized Cloning time on serverside component * tried to reset Robust toolbox module to current master * Added null check to ghost client component message handling, unsubscribe to the mind component listening to the cloning question ui, fixed _clonningProgress typo, moved CloningPod component dependencies to actually be dependencies, removed un-needed disposals of cloning windows, added disposals missing in boundUserInterfaces. * Reset submodule * corrected exception for cloning pod visualizer to refer to cloning pod state and not medical scanner state * Fix typo * Unsubscribe from onUiReceiveMessage in mindcomponent in the onRemove function, not the acceptcloningui function * unsubscribe from OnUiReceiveMessage in CloningPodComponent * unssubscribe from ghostreturn message in cloningpodComponent onRemove Co-authored-by: Exp <theexp111@gmail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2020-09-02 06:07:54 -04:00
using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.Input;
using Robust.Client.GameObjects;
using Robust.Client.Interfaces.Input;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.CustomControls;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
namespace Content.Client.GameObjects.Components.Actor
{
/// <summary>
/// A semi-abstract component which gets added to entities upon attachment and collects all character
/// user interfaces into a single window and keybind for the user
/// </summary>
2019-07-31 15:02:36 +02:00
[RegisterComponent]
public class CharacterInterface : Component
{
[Dependency] private readonly IGameHud _gameHud = default!;
public override string Name => "Character Interface Component";
/// <summary>
/// Window to hold each of the character interfaces
/// </summary>
/// <remarks>
/// Null if it would otherwise be empty.
/// </remarks>
public SS14Window Window { get; private set; }
private List<ICharacterUI> _uiComponents;
/// <summary>
/// Create the window with all character UIs and bind it to a keypress
/// </summary>
public override void Initialize()
{
base.Initialize();
//Use all the character ui interfaced components to create the character window
_uiComponents = Owner.GetAllComponents<ICharacterUI>().ToList();
if (_uiComponents.Count == 0)
{
return;
}
Window = new CharacterWindow(_uiComponents);
Window.OnClose += () => _gameHud.CharacterButtonDown = false;
}
/// <summary>
/// Dispose of window and the keypress binding
/// </summary>
public override void OnRemove()
{
base.OnRemove();
foreach (var component in _uiComponents)
{
// Make sure these don't get deleted when the window is disposed.
component.Scene.Orphan();
}
_uiComponents = null;
Window?.Close();
Window = null;
var inputMgr = IoCManager.Resolve<IInputManager>();
inputMgr.SetInputCommand(ContentKeyFunctions.OpenCharacterMenu, null);
}
2020-04-20 10:36:02 +01:00
public override void HandleMessage(ComponentMessage message, IComponent component)
{
2020-04-20 10:36:02 +01:00
base.HandleMessage(message, component);
switch (message)
{
case PlayerAttachedMsg _:
if (Window != null)
{
_gameHud.CharacterButtonVisible = true;
_gameHud.CharacterButtonToggled = b =>
{
if (b)
{
Window.Open();
}
else
{
Window.Close();
}
};
}
break;
case PlayerDetachedMsg _:
if (Window != null)
{
_gameHud.CharacterButtonVisible = false;
2019-07-20 13:11:42 +02:00
Window.Close();
}
break;
}
}
/// <summary>
/// A window that collects and shows all the individual character user interfaces
/// </summary>
public class CharacterWindow : SS14Window
{
private readonly VBoxContainer _contentsVBox;
public CharacterWindow(List<ICharacterUI> windowComponents)
{
Title = "Character";
_contentsVBox = new VBoxContainer();
Contents.AddChild(_contentsVBox);
windowComponents.Sort((a, b) => ((int) a.Priority).CompareTo((int) b.Priority));
foreach (var element in windowComponents)
{
_contentsVBox.AddChild(element.Scene);
}
}
}
}
/// <summary>
/// Determines ordering of the character user interface, small values come sooner
/// </summary>
public enum UIPriority
{
First = 0,
2019-07-20 14:06:54 +02:00
Info = 5,
Species = 100,
Last = 99999
}
}