Improved RCDs (#22799)

* Initial radial menu prototyping for the RCD

* Radial UI buttons can send messages to the server

* Beginning to update RCDSystem

* RCD building system in progress

* Further updates

* Added extra effects, RCDSystem now reads RCD prototype data

* Replacing tiles is instant, multiple constructions are allowed, deconstruction is broken

* Added extra functionality to RadialContainers plus documentation

* Fixed localization of RCD UI strings

* Menu opens near cursor, added basic RCD

* Avoiding merge conflict

* Implemented atomized construction / deconstruction rules

* Increased RCD ammo base charges

* Moved input context definition to content

* Removed obsoleted code

* Updates to system

* Switch machine and computer frames for electrical cabling

* Added construction ghosts

* Fixed issue with keybind detection code

* Fixed RCD construction ghost mispredications

* Code clean up

* Updated deconstruction effects

* RCDs effects don't rotate

* Code clean up

* Balancing for ammo counts

* Code clean up

* Added missing localized strings

* More clean up

* Made directional window handling more robust

* Added documentation to radial menus and made them no longer dependent on Content

* Made radial containers more robust

* Further robustness to the radial menu

* The RCD submenu buttons are only shown when the destination layer has at least one children

* Expanded upon deconstructing plus construction balance

* Fixed line endings

* Updated list of RCD deconstructable entities. Now needs a component to deconstruct instead of a tag

* Bug fixes

* Revert unnecessary change

* Updated RCD strings

* Fixed bug

* More fixes

* Deconstructed tiles/subflooring convert to lattice instead

* Fixed failed tests (Linux doesn't like invalid spritespecifer paths)

* Fixing merge conflict

* Updated airlock assembly

* Fixing merge conflict

* Fixing merge conflict

* More fixing...

* Removed erroneous project file change

* Fixed string handling issue

* Trying to fix merge conflict

* Still fixing merge conflicts

* Balancing

* Hidden RCD construction ghosts when in 'build' mode

* Fixing merge conflict

* Implemented requested changes (Part 1)

* Added more requested changes

* Fix for failed test. Removed sussy null suppression

* Made requested changes - custom construction ghost system was replaced

* Fixing merge conflict

* Fixed merge conflict

* Fixed bug in RCD construction ghost validation

* Fixing merge conflict

* Merge conflict fixed

* Made required update

* Removed lingering RCD deconstruct tag

* Fixing merge conflict

* Merge conflict fixed

* Made requested changes

* Bug fixes and balancing

* Made string names more consistent

* Can no longer stack catwalks
This commit is contained in:
chromiumboy
2024-03-30 23:29:47 -05:00
committed by GitHub
parent 4d2aa1a70a
commit 02273ca0e7
100 changed files with 2765 additions and 380 deletions

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using Robust.Client.Graphics;
using Robust.Client.UserInterface.Controls;
using System.Linq;
using System.Numerics;
namespace Content.Client.UserInterface.Controls;
[Virtual]
public class RadialContainer : LayoutContainer
{
/// <summary>
/// Specifies the anglular range, in radians, in which child elements will be placed.
/// The first value denotes the angle at which the first element is to be placed, and
/// the second value denotes the angle at which the last element is to be placed.
/// Both values must be between 0 and 2 PI radians
/// </summary>
/// <remarks>
/// The top of the screen is at 0 radians, and the bottom of the screen is at PI radians
/// </remarks>
[ViewVariables(VVAccess.ReadWrite)]
public Vector2 AngularRange
{
get
{
return _angularRange;
}
set
{
var x = value.X;
var y = value.Y;
x = x > MathF.Tau ? x % MathF.Tau : x;
y = y > MathF.Tau ? y % MathF.Tau : y;
x = x < 0 ? MathF.Tau + x : x;
y = y < 0 ? MathF.Tau + y : y;
_angularRange = new Vector2(x, y);
}
}
private Vector2 _angularRange = new Vector2(0f, MathF.Tau - float.Epsilon);
/// <summary>
/// Determines the direction in which child elements will be arranged
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public RAlignment RadialAlignment { get; set; } = RAlignment.Clockwise;
/// <summary>
/// Determines how far from the radial container's center that its child elements will be placed
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float Radius { get; set; } = 100f;
/// <summary>
/// Sets whether the container should reserve a space on the layout for child which are not currently visible
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public bool ReserveSpaceForHiddenChildren { get; set; } = true;
/// <summary>
/// This container arranges its children, evenly separated, in a radial pattern
/// </summary>
public RadialContainer()
{
}
protected override void Draw(DrawingHandleScreen handle)
{
var children = ReserveSpaceForHiddenChildren ? Children : Children.Where(x => x.Visible);
var childCount = children.Count();
// Determine the size of the arc, accounting for clockwise and anti-clockwise arrangements
var arc = AngularRange.Y - AngularRange.X;
arc = (arc < 0) ? MathF.Tau + arc : arc;
arc = (RadialAlignment == RAlignment.AntiClockwise) ? MathF.Tau - arc : arc;
// Account for both circular arrangements and arc-based arrangements
var childMod = MathHelper.CloseTo(arc, MathF.Tau, 0.01f) ? 0 : 1;
// Determine the separation between child elements
var sepAngle = arc / (childCount - childMod);
sepAngle *= (RadialAlignment == RAlignment.AntiClockwise) ? -1f : 1f;
// Adjust the positions of all the child elements
foreach (var (i, child) in children.Select((x, i) => (i, x)))
{
var position = new Vector2(Radius * MathF.Sin(AngularRange.X + sepAngle * i) + Width / 2f - child.Width / 2f, -Radius * MathF.Cos(AngularRange.X + sepAngle * i) + Height / 2f - child.Height / 2f);
SetPosition(child, position);
}
}
/// <summary>
/// Specifies the different radial alignment modes
/// </summary>
/// <seealso cref="RadialAlignment"/>
public enum RAlignment : byte
{
Clockwise,
AntiClockwise,
}
}

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using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.CustomControls;
using System.Linq;
using System.Numerics;
namespace Content.Client.UserInterface.Controls;
[Virtual]
public class RadialMenu : BaseWindow
{
/// <summary>
/// Contextual button used to traverse through previous layers of the radial menu
/// </summary>
public TextureButton? ContextualButton { get; set; }
/// <summary>
/// Set a style class to be applied to the contextual button when it is set to move the user back through previous layers of the radial menu
/// </summary>
public string? BackButtonStyleClass
{
get
{
return _backButtonStyleClass;
}
set
{
_backButtonStyleClass = value;
if (_path.Count > 0 && ContextualButton != null && _backButtonStyleClass != null)
ContextualButton.SetOnlyStyleClass(_backButtonStyleClass);
}
}
/// <summary>
/// Set a style class to be applied to the contextual button when it will close the radial menu
/// </summary>
public string? CloseButtonStyleClass
{
get
{
return _closeButtonStyleClass;
}
set
{
_closeButtonStyleClass = value;
if (_path.Count == 0 && ContextualButton != null && _closeButtonStyleClass != null)
ContextualButton.SetOnlyStyleClass(_closeButtonStyleClass);
}
}
private List<Control> _path = new();
private string? _backButtonStyleClass;
private string? _closeButtonStyleClass;
/// <summary>
/// A free floating menu which enables the quick display of one or more radial containers
/// </summary>
/// <remarks>
/// Only one radial container is visible at a time (each container forming a separate 'layer' within
/// the menu), along with a contextual button at the menu center, which will either return the user
/// to the previous layer or close the menu if there are no previous layers left to traverse.
/// To create a functional radial menu, simply parent one or more named radial containers to it,
/// and populate the radial containers with RadialMenuButtons. Setting the TargetLayer field of these
/// buttons to the name of a radial conatiner will display the container in question to the user
/// whenever it is clicked in additon to any other actions assigned to the button
/// </remarks>
public RadialMenu()
{
// Hide all starting children (if any) except the first (this is the active layer)
if (ChildCount > 1)
{
for (int i = 1; i < ChildCount; i++)
GetChild(i).Visible = false;
}
// Auto generate a contextual button for moving back through visited layers
ContextualButton = new TextureButton()
{
HorizontalAlignment = HAlignment.Center,
VerticalAlignment = VAlignment.Center,
SetSize = new Vector2(64f, 64f),
};
ContextualButton.OnButtonUp += _ => ReturnToPreviousLayer();
AddChild(ContextualButton);
// Hide any further add children, unless its promoted to the active layer
OnChildAdded += child => child.Visible = (GetCurrentActiveLayer() == child);
}
private Control? GetCurrentActiveLayer()
{
var children = Children.Where(x => x != ContextualButton);
if (!children.Any())
return null;
return children.First(x => x.Visible);
}
public bool TryToMoveToNewLayer(string newLayer)
{
if (newLayer == string.Empty)
return false;
var currentLayer = GetCurrentActiveLayer();
if (currentLayer == null)
return false;
var result = false;
foreach (var child in Children)
{
if (child == ContextualButton)
continue;
// Hide layers which are not of interest
if (result == true || child.Name != newLayer)
{
child.Visible = false;
}
// Show the layer of interest
else
{
child.Visible = true;
result = true;
}
}
// Update the traversal path
if (result)
_path.Add(currentLayer);
// Set the style class of the button
if (_path.Count > 0 && ContextualButton != null && BackButtonStyleClass != null)
ContextualButton.SetOnlyStyleClass(BackButtonStyleClass);
return result;
}
public void ReturnToPreviousLayer()
{
// Close the menu if the traversal path is empty
if (_path.Count == 0)
{
Close();
return;
}
var lastChild = _path[^1];
// Hide all children except the contextual button
foreach (var child in Children)
{
if (child != ContextualButton)
child.Visible = false;
}
// Make the last visited layer visible, update the path list
lastChild.Visible = true;
_path.RemoveAt(_path.Count - 1);
// Set the style class of the button
if (_path.Count == 0 && ContextualButton != null && CloseButtonStyleClass != null)
ContextualButton.SetOnlyStyleClass(CloseButtonStyleClass);
}
}
[Virtual]
public class RadialMenuButton : Button
{
/// <summary>
/// Upon clicking this button the radial menu will transition to the named layer
/// </summary>
public string? TargetLayer { get; set; }
/// <summary>
/// A simple button that can move the user to a different layer within a radial menu
/// </summary>
public RadialMenuButton()
{
OnButtonUp += OnClicked;
}
private void OnClicked(ButtonEventArgs args)
{
if (TargetLayer == null || TargetLayer == string.Empty)
return;
var parent = FindParentMultiLayerContainer(this);
if (parent == null)
return;
parent.TryToMoveToNewLayer(TargetLayer);
}
private RadialMenu? FindParentMultiLayerContainer(Control control)
{
foreach (var ancestor in control.GetSelfAndLogicalAncestors())
{
if (ancestor is RadialMenu)
return ancestor as RadialMenu;
}
return null;
}
}
[Virtual]
public class RadialMenuTextureButton : TextureButton
{
/// <summary>
/// Upon clicking this button the radial menu will be moved to the named layer
/// </summary>
public string TargetLayer { get; set; } = string.Empty;
/// <summary>
/// A simple texture button that can move the user to a different layer within a radial menu
/// </summary>
public RadialMenuTextureButton()
{
OnButtonUp += OnClicked;
}
private void OnClicked(ButtonEventArgs args)
{
if (TargetLayer == string.Empty)
return;
var parent = FindParentMultiLayerContainer(this);
if (parent == null)
return;
parent.TryToMoveToNewLayer(TargetLayer);
}
private RadialMenu? FindParentMultiLayerContainer(Control control)
{
foreach (var ancestor in control.GetSelfAndLogicalAncestors())
{
if (ancestor is RadialMenu)
return ancestor as RadialMenu;
}
return null;
}
}