shipyard ui cleanup (#1257)

* small cleanup

* use BankClient for balance updating

* pro

* fixes fixes fixes

* untroll engine

---------

Signed-off-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: Tad "Taddy" Johnson <120885811+TadJohnson00@users.noreply.github.com>
Co-authored-by: Milon <milonpl.git@proton.me>
Co-authored-by: Milon <plmilonpl@gmail.com>
This commit is contained in:
deltanedas 2025-01-01 13:47:28 +00:00 committed by GitHub
parent a28c339fe8
commit 36d634bdff
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
11 changed files with 44 additions and 39 deletions

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@ -1,7 +1,6 @@
using Content.Shared.Access.Systems;
using Content.Shared.Shipyard;
using Content.Shared.Whitelist;
using Robust.Client.GameObjects;
using Robust.Client.Player;
using Robust.Shared.Prototypes;
@ -28,10 +27,14 @@ public sealed class ShipyardConsoleBoundUserInterface : BoundUserInterface
{
base.Open();
_menu = new ShipyardConsoleMenu(Owner, _proto, EntMan, _player, _access, _whitelist);
if (_menu == null)
{
_menu = new ShipyardConsoleMenu(Owner, _proto, EntMan, _player, _access, _whitelist);
_menu.OnClose += Close;
_menu.OnPurchased += Purchase;
}
_menu.OpenCentered();
_menu.OnClose += Close;
_menu.OnPurchased += Purchase;
}
protected override void UpdateState(BoundUserInterfaceState state)
@ -48,8 +51,16 @@ public sealed class ShipyardConsoleBoundUserInterface : BoundUserInterface
{
base.Dispose(disposing);
if (disposing)
_menu?.Dispose();
if (!disposing)
return;
if (_menu == null)
return;
_menu.OnClose -= Close;
_menu.OnPurchased -= Purchase;
_menu.Close();
_menu = null;
}
private void Purchase(string id)

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@ -1,5 +1,4 @@
<controls:FancyWindow xmlns="https://spacestation14.io"
xmlns:gfx="clr-namespace:Robust.Client.Graphics;assembly=Robust.Client"
xmlns:controls="clr-namespace:Content.Client.UserInterface.Controls"
SetSize="500 360"
MinSize="460 280"

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@ -4,9 +4,7 @@ using Content.Shared.Shipyard;
using Content.Shared.Shipyard.Prototypes;
using Content.Shared.Whitelist;
using Robust.Client.AutoGenerated;
using Robust.Client.GameObjects;
using Robust.Client.Player;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.XAML;
using Robust.Shared.Prototypes;
@ -20,8 +18,8 @@ public sealed partial class ShipyardConsoleMenu : FancyWindow
public event Action<string>? OnPurchased;
private readonly List<VesselPrototype> _vessels = new();
private readonly List<string> _categories = new();
private readonly List<VesselPrototype> _vessels = [];
private readonly List<string> _categories = [];
public Entity<ShipyardConsoleComponent> Console;
private string? _category;
@ -80,7 +78,7 @@ public sealed partial class ShipyardConsoleMenu : FancyWindow
var search = SearchBar.Text.Trim().ToLowerInvariant();
foreach (var vessel in _vessels)
{
if (search.Length != 0 && !vessel.Name.ToLowerInvariant().Contains(search))
if (search.Length != 0 && !vessel.Name.Contains(search, StringComparison.InvariantCultureIgnoreCase))
continue;
if (_category != null && !vessel.Categories.Contains(_category))
continue;

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@ -3,7 +3,7 @@
HorizontalExpand="True">
<BoxContainer Orientation="Horizontal"
HorizontalExpand="True">
<Button Name="Purchase" Text="{Loc 'purchase'}" StyleClasses="LabelSubText" />
<Button Name="Purchase" Text="{Loc 'shipyard-console-purchase'}" StyleClasses="LabelSubText" />
<Label Name="VesselName" HorizontalExpand="True" />
<PanelContainer>
<PanelContainer.PanelOverride>

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@ -19,7 +19,7 @@ public sealed partial class VesselRow : PanelContainer
VesselName.Text = vessel.Name;
var tooltip = new Tooltip();
tooltip.SetMessage(FormattedMessage.FromMarkup(vessel.Description));
tooltip.SetMessage(FormattedMessage.FromMarkupOrThrow(vessel.Description));
Purchase.TooltipSupplier = _ => tooltip;
Purchase.Disabled = !access;
Purchase.OnPressed += _ => OnPurchasePressed?.Invoke();

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@ -2,12 +2,11 @@ using Content.Server.Cargo.Components;
using Content.Server.Cargo.Systems;
using Content.Server.Radio.EntitySystems;
using Content.Server.Station.Systems;
using Content.Shared.Cargo.Components;
using Content.Shared.Shipyard;
using Content.Shared.Shipyard.Prototypes;
using Content.Shared.Whitelist;
using Robust.Server.GameObjects;
using Robust.Shared.Random;
using System.Diagnostics.CodeAnalysis;
namespace Content.Server.Shipyard;
@ -26,7 +25,9 @@ public sealed class ShipyardConsoleSystem : SharedShipyardConsoleSystem
{
base.Initialize();
Subs.BuiEvents<ShipyardConsoleComponent>(ShipyardConsoleUiKey.Key, subs =>
SubscribeLocalEvent<ShipyardConsoleComponent, BankBalanceUpdatedEvent>(OnBalanceUpdated);
Subs.BuiEvents<ShipyardConsoleComponent>(ShipyardConsoleUiKey.Key,
subs =>
{
subs.Event<BoundUIOpenedEvent>(OnOpened);
});
@ -61,13 +62,17 @@ public sealed class ShipyardConsoleSystem : SharedShipyardConsoleSystem
_cargo.UpdateBankAccount(bank, bank.Comp, -vessel.Price);
var message = Loc.GetString("shipyard-console-docking", ("vessel", vessel.Name.ToString()));
var message = Loc.GetString("shipyard-console-docking", ("vessel", vessel.Name));
_radio.SendRadioMessage(ent, message, ent.Comp.Channel, ent);
Audio.PlayPvs(ent.Comp.ConfirmSound, ent);
}
// TODO: make the ui updating more robust, make pr upstream to have UpdateBankAccount support things that arent ordering consoles
// TODO: then have shipyard have that component and update the ui when it changes balance
UpdateUI(ent, bank.Comp.Balance);
private void OnBalanceUpdated(Entity<ShipyardConsoleComponent> ent, ref BankBalanceUpdatedEvent args)
{
if (!_ui.IsUiOpen(ent.Owner, ShipyardConsoleUiKey.Key))
return;
UpdateUI(ent, args.Balance);
}
private void OnOpened(Entity<ShipyardConsoleComponent> ent, ref BoundUIOpenedEvent args)

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@ -6,7 +6,6 @@ using Content.Shared._DV.CCVars;
using Content.Shared.Tag;
using Robust.Server.GameObjects;
using Robust.Shared.Configuration;
using System.Diagnostics.CodeAnalysis;
namespace Content.Server.Shipyard;

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@ -13,8 +13,8 @@ namespace Content.Shared.Shipyard;
/// </summary>
public abstract class SharedShipyardConsoleSystem : EntitySystem
{
[Dependency] protected readonly AccessReaderSystem _access = default!;
[Dependency] protected readonly IPrototypeManager _proto = default!;
[Dependency] private readonly AccessReaderSystem _access = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] protected readonly SharedAudioSystem Audio = default!;
[Dependency] protected readonly SharedPopupSystem Popup = default!;
[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
@ -23,7 +23,8 @@ public abstract class SharedShipyardConsoleSystem : EntitySystem
{
base.Initialize();
Subs.BuiEvents<ShipyardConsoleComponent>(ShipyardConsoleUiKey.Key, subs =>
Subs.BuiEvents<ShipyardConsoleComponent>(ShipyardConsoleUiKey.Key,
subs =>
{
subs.Event<ShipyardConsolePurchaseMessage>(OnPurchase);
});

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@ -11,26 +11,16 @@ public enum ShipyardConsoleUiKey : byte
}
[Serializable, NetSerializable]
public sealed class ShipyardConsoleState : BoundUserInterfaceState
public sealed class ShipyardConsoleState(int balance) : BoundUserInterfaceState
{
public readonly int Balance;
public ShipyardConsoleState(int balance)
{
Balance = balance;
}
public readonly int Balance = balance;
}
/// <summary>
/// Ask the server to purchase a vessel.
/// </summary>
[Serializable, NetSerializable]
public sealed class ShipyardConsolePurchaseMessage : BoundUserInterfaceMessage
public sealed class ShipyardConsolePurchaseMessage(string vessel) : BoundUserInterfaceMessage
{
public readonly ProtoId<VesselPrototype> Vessel;
public ShipyardConsolePurchaseMessage(string vessel)
{
Vessel = vessel;
}
public readonly ProtoId<VesselPrototype> Vessel = vessel;
}

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@ -2,3 +2,4 @@ shipyard-console-menu-title = Shipyard Console
shipyard-console-error = Temporary embargo is in place, try later?
shipyard-console-docking = {$vessel} is en route to the station, eta 60 seconds.
shipyard-console-purchase = Purchase

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@ -5,6 +5,7 @@
description: Used to purchase and sell shuttles
components:
- type: ShipyardConsole
- type: BankClient
- type: AccessReader
access: [[ Captain ]]
- type: ActivatableUI