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EE Merge + Station AI (#148)
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🆑 TCJ, sleepyyapril
- add: Added Station AI
- add: Station AI was added to Saltern, RadStation, and Gax Station.
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sleepyyapril authored Jan 11, 2025
2 parents 02d5f3d + 0c6d64f commit d8c3157
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Showing 402 changed files with 44,152 additions and 37,143 deletions.
2 changes: 1 addition & 1 deletion Content.Client/Administration/UI/BanPanel/BanPanel.xaml.cs
Original file line number Diff line number Diff line change
Expand Up @@ -147,7 +147,7 @@ public BanPanel()
var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
foreach (var proto in prototypeManager.EnumeratePrototypes<DepartmentPrototype>())
{
CreateRoleGroup(proto.ID, proto.Roles, proto.Color);
CreateRoleGroup(proto.ID, proto.Roles.Select(p => p.Id), proto.Color);
}

CreateRoleGroup("Antagonist", prototypeManager.EnumeratePrototypes<AntagPrototype>().Select(p => p.ID), Color.Red);
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8 changes: 0 additions & 8 deletions Content.Client/Bed/SleepingSystem.cs

This file was deleted.

13 changes: 5 additions & 8 deletions Content.Client/Chat/UI/EmotesMenu.xaml.cs
Original file line number Diff line number Diff line change
Expand Up @@ -19,18 +19,15 @@ public sealed partial class EmotesMenu : RadialMenu
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly ISharedPlayerManager _playerManager = default!;

private readonly SpriteSystem _spriteSystem;
private readonly EntityWhitelistSystem _whitelistSystem;

public event Action<ProtoId<EmotePrototype>>? OnPlayEmote;

public EmotesMenu()
{
IoCManager.InjectDependencies(this);
RobustXamlLoader.Load(this);

_spriteSystem = _entManager.System<SpriteSystem>();
_whitelistSystem = _entManager.System<EntityWhitelistSystem>();
var spriteSystem = _entManager.System<SpriteSystem>();
var whitelistSystem = _entManager.System<EntityWhitelistSystem>();

var main = FindControl<RadialContainer>("Main");

Expand All @@ -40,8 +37,8 @@ public EmotesMenu()
var player = _playerManager.LocalSession?.AttachedEntity;
if (emote.Category == EmoteCategory.Invalid ||
emote.ChatTriggers.Count == 0 ||
!(player.HasValue && _whitelistSystem.IsWhitelistPassOrNull(emote.Whitelist, player.Value)) ||
_whitelistSystem.IsBlacklistPass(emote.Blacklist, player.Value))
!(player.HasValue && whitelistSystem.IsWhitelistPassOrNull(emote.Whitelist, player.Value)) ||
whitelistSystem.IsBlacklistPass(emote.Blacklist, player.Value))
continue;

if (!emote.Available &&
Expand All @@ -63,7 +60,7 @@ public EmotesMenu()
{
VerticalAlignment = VAlignment.Center,
HorizontalAlignment = HAlignment.Center,
Texture = _spriteSystem.Frame0(emote.Icon),
Texture = spriteSystem.Frame0(emote.Icon),
TextureScale = new Vector2(2f, 2f),
};

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1 change: 1 addition & 0 deletions Content.Client/Commands/SetMenuVisibilityCommand.cs
Original file line number Diff line number Diff line change
@@ -1,4 +1,5 @@
using Content.Client.Verbs;
using Content.Shared.Verbs;
using JetBrains.Annotations;
using Robust.Shared.Console;

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19 changes: 16 additions & 3 deletions Content.Client/ContextMenu/UI/EntityMenuUIController.cs
Original file line number Diff line number Diff line change
Expand Up @@ -9,6 +9,7 @@
using Content.Shared.Examine;
using Content.Shared.IdentityManagement;
using Content.Shared.Input;
using Content.Shared.Verbs;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Input;
Expand Down Expand Up @@ -194,8 +195,20 @@ public override void FrameUpdate(FrameEventArgs args)
return;

// Do we need to do in-range unOccluded checks?
var ignoreFov = !_eyeManager.CurrentEye.DrawFov ||
(_verbSystem.Visibility & MenuVisibility.NoFov) == MenuVisibility.NoFov;
var visibility = _verbSystem.Visibility;

if (!_eyeManager.CurrentEye.DrawFov)
{
visibility &= ~MenuVisibility.NoFov;
}

var ev = new MenuVisibilityEvent()
{
Visibility = visibility,
};

_entityManager.EventBus.RaiseLocalEvent(player, ref ev);
visibility = ev.Visibility;

_entityManager.TryGetComponent(player, out ExaminerComponent? examiner);
var xformQuery = _entityManager.GetEntityQuery<TransformComponent>();
Expand All @@ -209,7 +222,7 @@ public override void FrameUpdate(FrameEventArgs args)
continue;
}

if (ignoreFov)
if ((visibility & MenuVisibility.NoFov) == MenuVisibility.NoFov)
continue;

var pos = new MapCoordinates(_xform.GetWorldPosition(xform, xformQuery), xform.MapID);
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95 changes: 95 additions & 0 deletions Content.Client/Electrocution/ElectrocutionHUDVisualizerSystem.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,95 @@
using Content.Shared.Electrocution;
using Robust.Client.GameObjects;
using Robust.Client.Player;
using Robust.Shared.Player;

namespace Content.Client.Electrocution;

/// <summary>
/// Shows the Electrocution HUD to entities with the ShowElectrocutionHUDComponent.
/// </summary>
public sealed class ElectrocutionHUDVisualizerSystem : VisualizerSystem<ElectrocutionHUDVisualsComponent>
{
[Dependency] private readonly IPlayerManager _playerMan = default!;

public override void Initialize()
{
base.Initialize();

SubscribeLocalEvent<ShowElectrocutionHUDComponent, ComponentInit>(OnInit);
SubscribeLocalEvent<ShowElectrocutionHUDComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<ShowElectrocutionHUDComponent, LocalPlayerAttachedEvent>(OnPlayerAttached);
SubscribeLocalEvent<ShowElectrocutionHUDComponent, LocalPlayerDetachedEvent>(OnPlayerDetached);
}

private void OnPlayerAttached(Entity<ShowElectrocutionHUDComponent> ent, ref LocalPlayerAttachedEvent args)
{
ShowHUD();
}

private void OnPlayerDetached(Entity<ShowElectrocutionHUDComponent> ent, ref LocalPlayerDetachedEvent args)
{
RemoveHUD();
}

private void OnInit(Entity<ShowElectrocutionHUDComponent> ent, ref ComponentInit args)
{
if (_playerMan.LocalEntity == ent)
{
ShowHUD();
}
}

private void OnShutdown(Entity<ShowElectrocutionHUDComponent> ent, ref ComponentShutdown args)
{
if (_playerMan.LocalEntity == ent)
{
RemoveHUD();
}
}

// Show the HUD to the client.
// We have to look for all current entities that can be electrified and toggle the HUD layer on if they are.
private void ShowHUD()
{
var electrifiedQuery = AllEntityQuery<ElectrocutionHUDVisualsComponent, AppearanceComponent, SpriteComponent>();
while (electrifiedQuery.MoveNext(out var uid, out var _, out var appearanceComp, out var spriteComp))
{
if (!AppearanceSystem.TryGetData<bool>(uid, ElectrifiedVisuals.IsElectrified, out var electrified, appearanceComp))
continue;

if (electrified)
spriteComp.LayerSetVisible(ElectrifiedLayers.HUD, true);
else
spriteComp.LayerSetVisible(ElectrifiedLayers.HUD, false);
}
}

// Remove the HUD from the client.
// Find all current entities that can be electrified and hide the HUD layer.
private void RemoveHUD()
{
var electrifiedQuery = AllEntityQuery<ElectrocutionHUDVisualsComponent, AppearanceComponent, SpriteComponent>();
while (electrifiedQuery.MoveNext(out var uid, out var _, out var appearanceComp, out var spriteComp))
{

spriteComp.LayerSetVisible(ElectrifiedLayers.HUD, false);
}
}

// Toggle the HUD layer if an entity becomes (de-)electrified
protected override void OnAppearanceChange(EntityUid uid, ElectrocutionHUDVisualsComponent comp, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;

if (!AppearanceSystem.TryGetData<bool>(uid, ElectrifiedVisuals.IsElectrified, out var electrified, args.Component))
return;

var player = _playerMan.LocalEntity;
if (electrified && HasComp<ShowElectrocutionHUDComponent>(player))
args.Sprite.LayerSetVisible(ElectrifiedLayers.HUD, true);
else
args.Sprite.LayerSetVisible(ElectrifiedLayers.HUD, false);
}
}
2 changes: 1 addition & 1 deletion Content.Client/Interaction/DragDropSystem.cs
Original file line number Diff line number Diff line change
Expand Up @@ -495,7 +495,7 @@ private void RemoveHighlights()
// CanInteract() doesn't support checking a second "target" entity.
// Doing so manually:
var ev = new GettingInteractedWithAttemptEvent(user, dragged);
RaiseLocalEvent(dragged, ev, true);
RaiseLocalEvent(dragged, ref ev);

if (ev.Cancelled)
return false;
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15 changes: 12 additions & 3 deletions Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs
Original file line number Diff line number Diff line change
Expand Up @@ -707,8 +707,17 @@ public void RefreshJobs()
_jobPriorities.Clear();
var firstCategory = true;

var departments = _prototypeManager.EnumeratePrototypes<DepartmentPrototype>().ToArray();
Array.Sort(departments, DepartmentUIComparer.Instance);
// Get all displayed departments
var departments = new List<DepartmentPrototype>();
foreach (var department in _prototypeManager.EnumeratePrototypes<DepartmentPrototype>())
{
if (department.EditorHidden)
continue;

departments.Add(department);
}

departments.Sort(DepartmentUIComparer.Instance);

var items = new[]
{
Expand Down Expand Up @@ -886,7 +895,7 @@ private void UpdateRoleRequirements()
JobList.AddChild(category);
}

var jobs = department.Roles.Select(jobId => _prototypeManager.Index<JobPrototype>(jobId))
var jobs = department.Roles.Select(jobId => _prototypeManager.Index(jobId))
.Where(job => job.SetPreference)
.ToArray();
Array.Sort(jobs, JobUIComparer.Instance);
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2 changes: 1 addition & 1 deletion Content.Client/Overlays/EquipmentHudSystem.cs
Original file line number Diff line number Diff line change
Expand Up @@ -102,7 +102,7 @@ protected virtual void OnRefreshComponentHud(EntityUid uid, T component, Refresh
args.Components.Add(component);
}

private void RefreshOverlay(EntityUid uid)
protected void RefreshOverlay(EntityUid uid)
{
if (uid != _player.LocalSession?.AttachedEntity)
return;
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48 changes: 48 additions & 0 deletions Content.Client/Overlays/Switchable/BaseSwitchableOverlay.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,48 @@
using System.Numerics;
using Content.Shared.Overlays.Switchable;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
using Robust.Shared.Prototypes;

namespace Content.Client.Overlays.Switchable;

public sealed class BaseSwitchableOverlay<TComp> : Overlay where TComp : SwitchableOverlayComponent
{
[Dependency] private readonly IPrototypeManager _prototype = default!;

public override bool RequestScreenTexture => true;
public override OverlaySpace Space => OverlaySpace.WorldSpace;

private readonly ShaderInstance _shader;

public TComp? Comp = null;

public bool IsActive = true;

public BaseSwitchableOverlay()
{
IoCManager.InjectDependencies(this);
_shader = _prototype.Index<ShaderPrototype>("NightVision").InstanceUnique();
}

protected override void Draw(in OverlayDrawArgs args)
{
if (ScreenTexture is null || Comp is null || !IsActive)
return;

_shader.SetParameter("SCREEN_TEXTURE", ScreenTexture);
_shader.SetParameter("tint", Comp.Tint);
_shader.SetParameter("luminance_threshold", Comp.Strength);
_shader.SetParameter("noise_amount", Comp.Noise);

var worldHandle = args.WorldHandle;

var accumulator = Math.Clamp(Comp.PulseAccumulator, 0f, Comp.PulseTime);
var alpha = Comp.PulseTime <= 0f ? 1f : float.Lerp(1f, 0f, accumulator / Comp.PulseTime);

worldHandle.SetTransform(Matrix3x2.Identity);
worldHandle.UseShader(_shader);
worldHandle.DrawRect(args.WorldBounds, Comp.Color.WithAlpha(alpha));
worldHandle.UseShader(null);
}
}
87 changes: 87 additions & 0 deletions Content.Client/Overlays/Switchable/NightVisionSystem.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,87 @@
using Content.Shared.Inventory.Events;
using Content.Shared.Overlays.Switchable;
using Robust.Client.Graphics;

namespace Content.Client.Overlays.Switchable;

public sealed class NightVisionSystem : EquipmentHudSystem<NightVisionComponent>
{
[Dependency] private readonly IOverlayManager _overlayMan = default!;
[Dependency] private readonly ILightManager _lightManager = default!;

private BaseSwitchableOverlay<NightVisionComponent> _overlay = default!;

public override void Initialize()
{
base.Initialize();

SubscribeLocalEvent<NightVisionComponent, SwitchableOverlayToggledEvent>(OnToggle);

_overlay = new BaseSwitchableOverlay<NightVisionComponent>();
}

private void OnToggle(Entity<NightVisionComponent> ent, ref SwitchableOverlayToggledEvent args)
{
RefreshOverlay(args.User);
}

protected override void UpdateInternal(RefreshEquipmentHudEvent<NightVisionComponent> args)
{
base.UpdateInternal(args);

var active = false;
NightVisionComponent? nvComp = null;
foreach (var comp in args.Components)
{
if (comp.IsActive || comp.PulseTime > 0f && comp.PulseAccumulator < comp.PulseTime)
active = true;
else
continue;

if (comp.DrawOverlay)
{
if (nvComp == null)
nvComp = comp;
else if (nvComp.PulseTime > 0f && comp.PulseTime <= 0f)
nvComp = comp;
}

if (active && nvComp is { PulseTime: <= 0 })
break;
}

UpdateNightVision(active);
UpdateOverlay(nvComp);
}

protected override void DeactivateInternal()
{
base.DeactivateInternal();

UpdateNightVision(false);
UpdateOverlay(null);
}

private void UpdateNightVision(bool active)
{
_lightManager.DrawLighting = !active;
}

private void UpdateOverlay(NightVisionComponent? nvComp)
{
_overlay.Comp = nvComp;

switch (nvComp)
{
case not null when !_overlayMan.HasOverlay<BaseSwitchableOverlay<NightVisionComponent>>():
_overlayMan.AddOverlay(_overlay);
break;
case null:
_overlayMan.RemoveOverlay(_overlay);
break;
}

if (_overlayMan.TryGetOverlay<BaseSwitchableOverlay<ThermalVisionComponent>>(out var overlay))
overlay.IsActive = nvComp == null;
}
}
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