Files
wylab-station-14/Content.Client/Silicons/StationAi/StationAiMenu.xaml.cs
T
metalgearsloth afd0618a60 Station AI (#30944)
* Station AI overlay

* implement

* Bunch of ports

* Fix a heap of bugs and basic scouting

* helldivers

* Shuffle interactions a bit

* navmap stuff

* Revert "navmap stuff"

This reverts commit d1f89dd4be83233e22cf5dd062b2581f3c6da062.

* AI wires implemented

* Fix examines

* Optimise the overlay significantly

* Back to old static

* BUI radial working

* lots of work

* Saving work

* thanks fork

* alright

* pc

* AI upload console

* AI upload

* stuff

* Fix copy-paste shitcode

* AI actions

* navmap work

* Fixes

* first impressions

* a

* reh

* Revert "navmap work"

This reverts commit 6f63fea6e9245e189f368f97be3e32e9b210580e.

# Conflicts:
#	Content.Client/Silicons/StationAi/StationAiOverlay.cs

* OD

* radar

* weh

* Fix examines

* scoop mine eyes

* fixes

* reh

* Optimise

* Final round of optimisations

* Fixes

* fixes
2024-08-28 10:57:12 +10:00

129 lines
3.4 KiB
C#

using System.Numerics;
using Content.Client.UserInterface.Controls;
using Content.Shared.Silicons.StationAi;
using Robust.Client.AutoGenerated;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.XAML;
using Robust.Shared.Timing;
namespace Content.Client.Silicons.StationAi;
[GenerateTypedNameReferences]
public sealed partial class StationAiMenu : RadialMenu
{
[Dependency] private readonly IClyde _clyde = default!;
[Dependency] private readonly IEntityManager _entManager = default!;
[Dependency] private readonly IEyeManager _eyeManager = default!;
public event Action<BaseStationAiAction>? OnAiRadial;
private EntityUid _tracked;
public StationAiMenu()
{
IoCManager.InjectDependencies(this);
RobustXamlLoader.Load(this);
}
public void Track(EntityUid owner)
{
_tracked = owner;
if (!_entManager.EntityExists(_tracked))
{
Close();
return;
}
BuildButtons();
UpdatePosition();
}
private void BuildButtons()
{
var ev = new GetStationAiRadialEvent();
_entManager.EventBus.RaiseLocalEvent(_tracked, ref ev);
var main = FindControl<RadialContainer>("Main");
main.DisposeAllChildren();
var sprites = _entManager.System<SpriteSystem>();
foreach (var action in ev.Actions)
{
// TODO: This radial boilerplate is quite annoying
var button = new StationAiMenuButton(action.Event)
{
StyleClasses = { "RadialMenuButton" },
SetSize = new Vector2(64f, 64f),
ToolTip = action.Tooltip != null ? Loc.GetString(action.Tooltip) : null,
};
if (action.Sprite != null)
{
var texture = sprites.Frame0(action.Sprite);
var scale = Vector2.One;
if (texture.Width <= 32)
{
scale *= 2;
}
var tex = new TextureRect
{
VerticalAlignment = VAlignment.Center,
HorizontalAlignment = HAlignment.Center,
Texture = texture,
TextureScale = scale,
};
button.AddChild(tex);
}
button.OnPressed += args =>
{
OnAiRadial?.Invoke(action.Event);
Close();
};
main.AddChild(button);
}
}
protected override void FrameUpdate(FrameEventArgs args)
{
base.FrameUpdate(args);
UpdatePosition();
}
private void UpdatePosition()
{
if (!_entManager.TryGetComponent(_tracked, out TransformComponent? xform))
{
Close();
return;
}
if (!xform.Coordinates.IsValid(_entManager))
{
Close();
return;
}
var coords = _entManager.System<SpriteSystem>().GetSpriteScreenCoordinates((_tracked, null, xform));
if (!coords.IsValid)
{
Close();
return;
}
OpenScreenAt(coords.Position, _clyde);
}
}
public sealed class StationAiMenuButton(BaseStationAiAction action) : RadialMenuTextureButton
{
public BaseStationAiAction Action = action;
}