Refactoring of solar control console (#4072)
* Refactor/fix client-side of solar control computer (introduce ComputerBoundUserInterface & fix bugs) * Refactor server side of solar control computer (introduce BaseComputerUserInterfaceComponent) * If you can't interact, then messages to computers are blocked. * Add 'not powered' messages, migrate activation logic partially to an EntitySystem * Move solar control console to a XAML UI * Remove useless comment on UserInterfaceKey * BaseComputerUserInterfaceComponent: Remove EnsureComponent<PowerReceiver>, it's not necessary * Fix solar panel occlusion check direction * Solar Control Console refactors/etc. : Handle namespace renames
This commit is contained in:
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using System;
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using Robust.Client.GameObjects;
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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 Robust.Client.UserInterface.CustomControls;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Timing;
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namespace Content.Client.GameObjects.Components
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{
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/// <summary>
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/// ComputerBoundUserInterface shunts all sorts of responsibilities that are in the BoundUserInterface for architectural reasons into the Window.
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/// NOTE: Despite the name, ComputerBoundUserInterface does not and will not care about things like power.
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/// </summary>
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public class ComputerBoundUserInterface<W, S> : ComputerBoundUserInterfaceBase where W : BaseWindow, IComputerWindow<S>, new() where S : BoundUserInterfaceState
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{
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[Dependency] private readonly IDynamicTypeFactory _dynamicTypeFactory = default!;
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private W? _window;
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protected override void Open()
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{
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base.Open();
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_window = (W) _dynamicTypeFactory.CreateInstance(typeof(W));
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_window.SetupComputerWindow(this);
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_window.OnClose += Close;
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_window.OpenCentered();
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}
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// Alas, this constructor has to be copied to the subclass. :(
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public ComputerBoundUserInterface(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey) {}
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protected override void UpdateState(BoundUserInterfaceState state)
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{
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base.UpdateState(state);
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if (_window == null)
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{
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return;
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}
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_window.UpdateState((S) state);
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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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_window?.Dispose();
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}
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}
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}
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/// <summary>
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/// This class is to avoid a lot of <> being written when we just want to refer to SendMessage.
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/// We could instead qualify a lot of generics even further, but that is a waste of time.
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/// </summary>
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public class ComputerBoundUserInterfaceBase : BoundUserInterface
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{
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public ComputerBoundUserInterfaceBase(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey) {}
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public void SendMessage(BoundUserInterfaceMessage msg)
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{
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base.SendMessage(msg);
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}
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}
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public interface IComputerWindow<S>
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{
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void SetupComputerWindow(ComputerBoundUserInterfaceBase cb) {}
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void UpdateState(S state) {}
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}
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}
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@@ -0,0 +1,32 @@
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<SS14Window xmlns="https://spacestation14.io"
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xmlns:scc="clr-namespace:Content.Client.GameObjects.Components.Power"
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Title="{Loc 'solar-control-window-title'}"
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Resizable="False">
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<HBoxContainer>
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<GridContainer Columns="2">
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<!--
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little secret: the reason I put the values
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in the first column is because otherwise the UI
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layouter autoresizes the window to be too small
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-->
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<Label Text="{Loc 'solar-control-window-output-power'}"/><Label Text=""/>
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<Label Name="OutputPower"/><Label Text="{Loc 'solar-control-window-watts'}"/>
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<Label Text="{Loc 'solar-control-window-sun-angle'}"/><Label Text=""/>
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<Label Name="SunAngle"/><Label Text="{Loc 'solar-control-window-degrees'}"/>
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<Label Text="{Loc 'solar-control-window-panel-angle'}"/><Label Text=""/>
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<LineEdit Name="PanelRotation" HorizontalExpand="True"/><Label Text="{Loc 'solar-control-window-degrees'}"/>
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<Label Text="{Loc 'solar-control-window-panel-angular-velocity'}"/><Label Text=""/>
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<LineEdit Name="PanelVelocity" HorizontalExpand="True"/><Label Text="{Loc 'solar-control-window-degrees-per-minute'}"/>
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<Label Text="{Loc 'solar-control-window-press-enter-to-confirm'}"/><Label Text=""/>
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</GridContainer>
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<scc:SolarControlNotARadar Name="NotARadar"/>
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</HBoxContainer>
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</SS14Window>
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@@ -0,0 +1,164 @@
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using System;
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using JetBrains.Annotations;
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using Content.Shared.Solar;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.AutoGenerated;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.XAML;
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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.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Localization;
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using Robust.Shared.Maths;
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using Robust.Shared.Timing;
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namespace Content.Client.GameObjects.Components.Power
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{
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[GenerateTypedNameReferences]
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public sealed partial class SolarControlWindow : SS14Window, IComputerWindow<SolarControlConsoleBoundInterfaceState>
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{
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private SolarControlConsoleBoundInterfaceState _lastState = new(0, 0, 0, 0);
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public SolarControlWindow()
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{
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RobustXamlLoader.Load(this);
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}
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public void SetupComputerWindow(ComputerBoundUserInterfaceBase cb)
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{
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PanelRotation.OnTextEntered += (text) => {
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double value;
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if (double.TryParse(text.Text, out value))
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{
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SolarControlConsoleAdjustMessage msg = new SolarControlConsoleAdjustMessage();
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msg.Rotation = Angle.FromDegrees(value);
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msg.AngularVelocity = _lastState.AngularVelocity;
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cb.SendMessage(msg);
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// Predict this...
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_lastState.Rotation = msg.Rotation;
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NotARadar.UpdateState(_lastState);
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}
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};
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PanelVelocity.OnTextEntered += (text) => {
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double value;
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if (double.TryParse(text.Text, out value))
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{
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SolarControlConsoleAdjustMessage msg = new SolarControlConsoleAdjustMessage();
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msg.Rotation = NotARadar.PredictedPanelRotation;
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msg.AngularVelocity = Angle.FromDegrees(value / 60);
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cb.SendMessage(msg);
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// Predict this...
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_lastState.Rotation = NotARadar.PredictedPanelRotation;
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_lastState.AngularVelocity = msg.AngularVelocity;
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NotARadar.UpdateState(_lastState);
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}
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};
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}
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private string FormatAngle(Angle d)
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{
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return d.Degrees.ToString("F1");
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}
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// The idea behind this is to prevent every update from the server
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// breaking the textfield.
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private void UpdateField(LineEdit field, string newValue)
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{
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if (!field.HasKeyboardFocus())
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{
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field.Text = newValue;
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}
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}
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public void UpdateState(SolarControlConsoleBoundInterfaceState scc)
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{
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_lastState = scc;
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NotARadar.UpdateState(scc);
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OutputPower.Text = ((int) MathF.Floor(scc.OutputPower)).ToString();
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SunAngle.Text = FormatAngle(scc.TowardsSun);
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UpdateField(PanelRotation, FormatAngle(scc.Rotation));
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UpdateField(PanelVelocity, FormatAngle(scc.AngularVelocity * 60));
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}
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}
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public sealed class SolarControlNotARadar : Control
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{
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// This is used for client-side prediction of the panel rotation.
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// This makes the display feel a lot smoother.
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private IGameTiming _gameTiming = IoCManager.Resolve<IGameTiming>();
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private SolarControlConsoleBoundInterfaceState _lastState = new(0, 0, 0, 0);
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private TimeSpan _lastStateTime = TimeSpan.Zero;
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public const int StandardSizeFull = 290;
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public const int StandardRadiusCircle = 140;
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public int SizeFull => (int) (StandardSizeFull * UIScale);
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public int RadiusCircle => (int) (StandardRadiusCircle * UIScale);
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public SolarControlNotARadar()
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{
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MinSize = (SizeFull, SizeFull);
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}
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public void UpdateState(SolarControlConsoleBoundInterfaceState ls)
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{
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_lastState = ls;
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_lastStateTime = _gameTiming.CurTime;
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}
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public Angle PredictedPanelRotation => _lastState.Rotation + (_lastState.AngularVelocity * ((_gameTiming.CurTime - _lastStateTime).TotalSeconds));
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protected override void Draw(DrawingHandleScreen handle)
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{
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var point = SizeFull / 2;
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var fakeAA = new Color(0.08f, 0.08f, 0.08f);
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var gridLines = new Color(0.08f, 0.08f, 0.08f);
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var panelExtentCutback = 4;
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var gridLinesRadial = 8;
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var gridLinesEquatorial = 8;
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// Draw base
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handle.DrawCircle((point, point), RadiusCircle + 1, fakeAA);
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handle.DrawCircle((point, point), RadiusCircle, Color.Black);
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// Draw grid lines
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for (var i = 0; i < gridLinesEquatorial; i++)
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{
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handle.DrawCircle((point, point), (RadiusCircle / gridLinesEquatorial) * i, gridLines, false);
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}
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for (var i = 0; i < gridLinesRadial; i++)
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{
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Angle angle = (Math.PI / gridLinesRadial) * i;
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var aExtent = angle.ToVec() * RadiusCircle;
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handle.DrawLine((point, point) - aExtent, (point, point) + aExtent, gridLines);
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}
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// The rotations need to be adjusted because Y is inverted in Robust (like BYOND)
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Vector2 rotMul = (1, -1);
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// Hotfix corrections I don't understand
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Angle rotOfs = new Angle(Math.PI * -0.5);
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Angle predictedPanelRotation = PredictedPanelRotation;
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var extent = (predictedPanelRotation + rotOfs).ToVec() * rotMul * RadiusCircle;
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Vector2 extentOrtho = (extent.Y, -extent.X);
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handle.DrawLine((point, point) - extentOrtho, (point, point) + extentOrtho, Color.White);
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handle.DrawLine((point, point) + (extent / panelExtentCutback), (point, point) + extent - (extent / panelExtentCutback), Color.DarkGray);
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var sunExtent = (_lastState.TowardsSun + rotOfs).ToVec() * rotMul * RadiusCircle;
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handle.DrawLine((point, point) + sunExtent, (point, point), Color.Yellow);
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}
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}
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[UsedImplicitly]
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public class SolarControlConsoleBoundUserInterface : ComputerBoundUserInterface<SolarControlWindow, SolarControlConsoleBoundInterfaceState>
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{
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public SolarControlConsoleBoundUserInterface(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey) {}
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}
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}
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@@ -1,227 +0,0 @@
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using System;
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using Content.Shared.Solar;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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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 Robust.Client.UserInterface.CustomControls;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Timing;
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namespace Content.Client.Solar
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{
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[UsedImplicitly]
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public class SolarControlConsoleBoundUserInterface : BoundUserInterface
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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private SolarControlWindow? _window;
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private SolarControlConsoleBoundInterfaceState _lastState = new(0, 0, 0, 0);
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protected override void Open()
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{
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base.Open();
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_window = new SolarControlWindow(_gameTiming);
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_window.OnClose += Close;
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_window.PanelRotation.OnTextEntered += (text) => {
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double value;
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if (double.TryParse(text.Text, out value))
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{
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SolarControlConsoleAdjustMessage msg = new SolarControlConsoleAdjustMessage();
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msg.Rotation = Angle.FromDegrees(value);
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msg.AngularVelocity = _lastState.AngularVelocity;
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SendMessage(msg);
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}
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};
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_window.PanelVelocity.OnTextEntered += (text) => {
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double value;
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if (double.TryParse(text.Text, out value))
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{
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SolarControlConsoleAdjustMessage msg = new SolarControlConsoleAdjustMessage();
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msg.Rotation = _lastState.Rotation;
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msg.AngularVelocity = Angle.FromDegrees(value / 60);
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SendMessage(msg);
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}
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};
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_window.OpenCentered();
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}
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public SolarControlConsoleBoundUserInterface(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey)
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{
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}
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private string FormatAngle(Angle d)
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{
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return d.Degrees.ToString("F1");
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}
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// The idea behind this is to prevent every update from the server
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// breaking the textfield.
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private void UpdateField(LineEdit field, string newValue)
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{
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if (!field.HasKeyboardFocus())
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{
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field.Text = newValue;
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}
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}
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protected override void UpdateState(BoundUserInterfaceState state)
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{
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base.UpdateState(state);
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if (_window == null)
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{
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return;
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}
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SolarControlConsoleBoundInterfaceState scc = (SolarControlConsoleBoundInterfaceState) state;
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_lastState = scc;
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_window.NotARadar.UpdateState(scc);
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_window.OutputPower.Text = ((int) MathF.Floor(scc.OutputPower)).ToString();
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_window.SunAngle.Text = FormatAngle(scc.TowardsSun);
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UpdateField(_window.PanelRotation, FormatAngle(scc.Rotation));
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UpdateField(_window.PanelVelocity, FormatAngle(scc.AngularVelocity * 60));
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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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_window?.Dispose();
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}
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}
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private sealed class SolarControlWindow : SS14Window
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{
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public readonly Label OutputPower;
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public readonly Label SunAngle;
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public readonly SolarControlNotARadar NotARadar;
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public readonly LineEdit PanelRotation;
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public readonly LineEdit PanelVelocity;
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public SolarControlWindow(IGameTiming igt)
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{
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Title = "Solar Control Window";
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var rows = new GridContainer();
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rows.Columns = 2;
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// little secret: the reason I put the values
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// in the first column is because otherwise the UI
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// layouter autoresizes the window to be too small
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rows.AddChild(new Label {Text = "Output Power:"});
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rows.AddChild(new Label {Text = ""});
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rows.AddChild(OutputPower = new Label {Text = "?"});
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rows.AddChild(new Label {Text = "W"});
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rows.AddChild(new Label {Text = "Sun Angle:"});
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rows.AddChild(new Label {Text = ""});
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rows.AddChild(SunAngle = new Label {Text = "?"});
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rows.AddChild(new Label {Text = "°"});
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rows.AddChild(new Label {Text = "Panel Angle:"});
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rows.AddChild(new Label {Text = ""});
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rows.AddChild(PanelRotation = new LineEdit());
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rows.AddChild(new Label {Text = "°"});
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rows.AddChild(new Label {Text = "Panel Angular Velocity:"});
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rows.AddChild(new Label {Text = ""});
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rows.AddChild(PanelVelocity = new LineEdit());
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rows.AddChild(new Label {Text = "°/min."});
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rows.AddChild(new Label {Text = "Press Enter to confirm."});
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rows.AddChild(new Label {Text = ""});
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PanelRotation.HorizontalExpand = true;
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PanelVelocity.HorizontalExpand = true;
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NotARadar = new SolarControlNotARadar(igt);
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var outerColumns = new HBoxContainer();
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outerColumns.AddChild(rows);
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outerColumns.AddChild(NotARadar);
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Contents.AddChild(outerColumns);
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Resizable = false;
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}
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}
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private sealed class SolarControlNotARadar : Control
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{
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// IoC doesn't apply here, so it's propagated from the parent class.
|
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// This is used for client-side prediction of the panel rotation.
|
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// This makes the display feel a lot smoother.
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private IGameTiming _gameTiming;
|
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private SolarControlConsoleBoundInterfaceState _lastState = new(0, 0, 0, 0);
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private TimeSpan _lastStateTime = TimeSpan.Zero;
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public const int SizeFull = 290;
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public const int RadiusCircle = 140;
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public SolarControlNotARadar(IGameTiming igt)
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{
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_gameTiming = igt;
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MinSize = (SizeFull, SizeFull);
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}
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public void UpdateState(SolarControlConsoleBoundInterfaceState ls)
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{
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_lastState = ls;
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_lastStateTime = _gameTiming.CurTime;
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}
|
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|
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protected override void Draw(DrawingHandleScreen handle)
|
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{
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var point = SizeFull / 2;
|
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var fakeAA = new Color(0.08f, 0.08f, 0.08f);
|
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var gridLines = new Color(0.08f, 0.08f, 0.08f);
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var panelExtentCutback = 4;
|
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var gridLinesRadial = 8;
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var gridLinesEquatorial = 8;
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// Draw base
|
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handle.DrawCircle((point, point), RadiusCircle + 1, fakeAA);
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handle.DrawCircle((point, point), RadiusCircle, Color.Black);
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|
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// Draw grid lines
|
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for (var i = 0; i < gridLinesEquatorial; i++)
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{
|
||||
handle.DrawCircle((point, point), (RadiusCircle / gridLinesEquatorial) * i, gridLines, false);
|
||||
}
|
||||
|
||||
for (var i = 0; i < gridLinesRadial; i++)
|
||||
{
|
||||
Angle angle = (Math.PI / gridLinesRadial) * i;
|
||||
var aExtent = angle.ToVec() * RadiusCircle;
|
||||
handle.DrawLine((point, point) - aExtent, (point, point) + aExtent, gridLines);
|
||||
}
|
||||
|
||||
// The rotations need to be adjusted because Y is inverted in Robust (like BYOND)
|
||||
Vector2 rotMul = (1, -1);
|
||||
|
||||
Angle predictedPanelRotation = _lastState.Rotation + (_lastState.AngularVelocity * ((_gameTiming.CurTime - _lastStateTime).TotalSeconds));
|
||||
|
||||
var extent = predictedPanelRotation.ToVec() * rotMul * RadiusCircle;
|
||||
Vector2 extentOrtho = (extent.Y, -extent.X);
|
||||
handle.DrawLine((point, point) - extentOrtho, (point, point) + extentOrtho, Color.White);
|
||||
handle.DrawLine((point, point) + (extent / panelExtentCutback), (point, point) + extent - (extent / panelExtentCutback), Color.DarkGray);
|
||||
|
||||
var sunExtent = _lastState.TowardsSun.ToVec() * rotMul * RadiusCircle;
|
||||
handle.DrawLine((point, point) + sunExtent, (point, point), Color.Yellow);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user