Files
Delta-v/Content.Client/Shuttles/UI/BaseShuttleControl.xaml.cs
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* Update submodule to 264.0.0 (#38629)

* Toy/Plushie Inhands and Wearables (#38514)

* Fixed dependency injection and some other issues in a few places.

* More issue fixes

* patchfor broken NetworkConfiguratorLinkMenu (#38632)

fix

* Fix solutions flickering when transferring contents (#34838)

* Use Solution clones when applying SolutionComponent states

* Revert "Use Solution clones when applying SolutionComponent states"

This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.

* Make Solution implement ICloneable and rename Clone method.

* Copy CanReact value when cloning a Solution

* Convert to IRobustCloneable

* Fix typos in guidebook: Buisness → Business (#38636)

* Fix typo in `MinorAntagonists.xml`

Buisness → Business

* Fix typo in `YourFirstCharacter.xml`

Buisness → Business

* Various Headphones Fixes and Tweaks (#38479)

* sprites, wearables

* neck

* icon-on sprite

* Cleanup prototype instantiation in `DamageTest` (#38639)

Cleanup prototype instantiation in DamageTest

* Cleanup prototype instantiation in `ExplosionSystem` (#38642)

Cleanup prototype instantiation in ExplosionSystem

* AddBodyPartCommand localization. (#38612)

commit

* fix ItemSlotsSystem debug assert (#38655)

* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)

* Added directional beacons (#38284)

* Added directional beacons

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Fixed names

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Power stat and nuke codes commands get some LEC love. (#38585)

* commit

* requested changes.

* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)

* commit

* whoopwhoopwhoop

* Retro laser sprite fix (#38676)

* Fixed everything except the icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fixed icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fix water coolers (#38681)

* Monochromacy typo fix (#38686)

* fixes the typo

* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Validate `CloningSettingsPrototype`s (#38688)

* Validate CloningSettingsPrototypes

* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Check EventComponents too

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Add test of objective-related console commands (#36400)

* Add test of objective add/list/remove commands

* Not sure why we're validating test prototypes, but sure

* We don't need a map

* Improvements and fixups for New Status Effect API (#38660)

* Predict healing and bloodstream (#38690)

* initial commit

* reapply 38126

* fix rootable

* someone missed an important minus sign here

* try this

* fix

* fix

* reenable crit hits

* cleanup

* fix status time dirtying

* fix

* camelCase

* Healing and bloodstream prediction fixes.

* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)

* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase

* Updating missed tag

* Reverting DataField change

Should prevent this preventative bugfix being a breaking change.

* Switch HSV to the default colorspace for character customization (#38434)

* Made HSV default for character editor

* Adds/fixes comments to HSV defaulting

* Added dropbox fix, potentially cursed

* Revert "Added dropbox fix, potentially cursed"

This reverts commit a709883366fbee813e839742125e70844672af29.

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Fix: Don't deploy foldables when clicking on items inside containers (#38709)

* Fix

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Pressure Relief Valve (#36708)

* initial system (this math is probably WRONG)

* General code cleanup and OnExamined support
(holy moly this code sucks)

* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...

* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.

* Remove one TODO for unshitcoding the examine code

* Add reminder
yea

* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)

* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.

* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields

* Implement DirtyField prediction

* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.

Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.

* More cleanup and comments

* Remove TODO comment on bulldozing window title

* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).

* Add visuals

* Revert debugging variable replacememt
yea

* Revert skissue

* Remove unused using directives and remove TODO

* Localize, cleanup, document

* Fix adminlogging discrepancy

* Add ability to construct, add guidebook entry

* Clear up comment

* Add guidebook tooltip to valve

* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor

* Adds more input handling and adds autofill on open

* Un-deepfry input validator shitcode
Genuinely what was I smoking

* improve visuals logic

* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs

* I'm sorry but I hate warnings

* Remove unused using directive in AtmosphereSystem.Gases.cs

* Review and cleanup

* Lukewarm UI glossup

* Maintainer for the upstream project btw

* Remove redundant state sets and messy logic

* Unduplicate valve updater code

* Redo UI (im sorry Slarti)

* run tests

* Test refactored UI messaging

* Second round of UI improvements
- God please find a way to improve this system. Feels bad.

* Update loop implementation

* Further predict UI

* Clear up SetToCurrentThreshold

* cleanup

* Update to master + pipe layers and bug fixes
want to run tests

* fixes

* Deploy rename pipebomb

* Documentation and requested changes

* Rename the method that wiggled away

* Undo rounding changes

* Fix comment

* Rename and cleanup

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix TextLinkTag (#32203)

* Adjust uplink buy button to be under item icon (#38596)

* Adjusted uplink buy button to be under item icon

* Put the discount subtext under the icon

* Indent fixes, added margin

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Scurrets - Audio Improvements (#38482)

* Scurret audio tuning

* Add new sfx

* Update sneezing sfx

* YAML support

* Rename a folder

* make telesci wreck easier (#37569)

rel

* Validate `ShaderPrototype` IDs (#38728)

* Convert all shader prototype string literals to protoids in overlays

* Convert more shader prototype literal strings to protoids

* Convert ValidatePrototypeId to ProtoId

* Later

* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)

* fixed

* clean up

* orks fix smart

* review fix 1

* more requested changes

* less cursed

* more descriptive description

* better wording

* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)

Update EyeClosingSystem.cs

* Fix human skin tone distribution (#38701)

* fix: Use PredictedQueueDel for gib spell (#38729)

* fix: don't default to uncharged sprite state for cells (#38730)

* Fix Hristov description - remove inaccurate technical specs (#38746)

- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590

Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>

* feat: allow mopping evaporating puddles (#38743)

* Validate remaining `ProtoId` strings (#38747)

Validate remaining ProtoId strings

* Validate `ProtoId`s in tests (#38745)

* Convert string literals to protoids in Content.Tests

* Convert string literals to protoids or consts in Content.IntegrationTests

* Fix linter failures
Tricksy static using misled me

* Cleanup warning in StomachSystem (#38748)

you did not see this

* Vox scars (#38592)

* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl

* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"

This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.

* locale key fix

* Changed top surgery scar names to be more generalized

* Adjusted face scars

* Formatting fixes

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* UnlockNode command to LEC. (#38751)

* commit

* Update UnlockNodeCommand.cs

* commit

* move command locale to its own file.

* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Typofixes for figurine dialogue (#38737)

* Typofixes for figurine dialogue

* Forgot two

* Janitor Tool: Wire Brush (#38667)

* Wow! It's -brush-

* spacing.

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fixed changes

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Minor escape menu UX improvements (#38650)

* fix: spellbooks can have infinite charges (#38376)

* fix: spellbooks can have infinite charges

* refactor: indicate infinite spellbook charges with null

Not sure if I like this much better...
2025-11-06 18:22:39 +00:00

313 lines
11 KiB
C#

using System.Numerics;
using Content.Client.UserInterface.Controls;
using Content.Shared.Shuttles.Components;
using Robust.Client.AutoGenerated;
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using Robust.Client.UserInterface.XAML;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics;
using Robust.Shared.Threading;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Client.Shuttles.UI;
/// <summary>
/// Provides common functionality for radar-like displays on shuttle consoles.
/// </summary>
[GenerateTypedNameReferences]
[Virtual]
public partial class BaseShuttleControl : MapGridControl
{
[Dependency] private readonly IParallelManager _parallel = default!;
protected readonly SharedMapSystem Maps;
protected readonly Font Font;
private GridDrawJob _drawJob;
// Cache grid drawing data as it can be expensive to build
public readonly Dictionary<EntityUid, GridDrawData> GridData = new();
// Per-draw caching
private readonly List<Vector2i> _gridTileList = new();
private readonly HashSet<Vector2i> _gridNeighborSet = new();
private readonly List<(Vector2 Start, Vector2 End)> _edges = new();
private Vector2[] _allVertices = Array.Empty<Vector2>();
private (DirectionFlag, Vector2i)[] _neighborDirections;
public BaseShuttleControl() : this(32f, 32f, 32f)
{
}
public BaseShuttleControl(float minRange, float maxRange, float range) : base(minRange, maxRange, range)
{
RobustXamlLoader.Load(this);
Maps = EntManager.System<SharedMapSystem>();
Font = new VectorFont(IoCManager.Resolve<IResourceCache>().GetResource<FontResource>("/Fonts/NotoSans/NotoSans-Regular.ttf"), 12);
_drawJob = new GridDrawJob()
{
ScaledVertices = _allVertices,
};
_neighborDirections = new (DirectionFlag, Vector2i)[4];
for (var i = 0; i < 4; i++)
{
var dir = (DirectionFlag) Math.Pow(2, i);
var dirVec = dir.AsDir().ToIntVec();
_neighborDirections[i] = (dir, dirVec);
}
}
protected void DrawData(DrawingHandleScreen handle, string text)
{
var coordsDimensions = handle.GetDimensions(Font, text, 1f);
const float coordsMargins = 5f;
handle.DrawString(Font,
new Vector2(coordsMargins, PixelHeight) - new Vector2(0f, coordsDimensions.Y + coordsMargins),
text,
Color.FromSrgb(IFFComponent.SelfColor));
}
protected void DrawCircles(DrawingHandleScreen handle)
{
// Equatorial lines
var gridLines = Color.LightGray.WithAlpha(0.01f);
// Each circle is this x distance of the last one.
const float EquatorialMultiplier = 2f;
var minDistance = MathF.Pow(EquatorialMultiplier, EquatorialMultiplier * 1.5f);
var maxDistance = MathF.Pow(2f, EquatorialMultiplier * 6f);
var cornerDistance = MathF.Sqrt(WorldRange * WorldRange + WorldRange * WorldRange);
var origin = ScalePosition(-new Vector2(Offset.X, -Offset.Y));
for (var radius = minDistance; radius <= maxDistance; radius *= EquatorialMultiplier)
{
if (radius > cornerDistance)
continue;
var color = Color.ToSrgb(gridLines).WithAlpha(0.05f);
var scaledRadius = MinimapScale * radius;
var text = $"{radius:0}m";
var textDimensions = handle.GetDimensions(Font, text, UIScale);
handle.DrawCircle(origin, scaledRadius, color, false);
handle.DrawString(Font, ScalePosition(new Vector2(0f, -radius)) - new Vector2(0f, textDimensions.Y), text, UIScale, color);
}
const int gridLinesRadial = 8;
for (var i = 0; i < gridLinesRadial; i++)
{
Angle angle = (Math.PI / gridLinesRadial) * i;
// TODO: Handle distance properly.
var aExtent = angle.ToVec() * ScaledMinimapRadius * 1.42f;
var lineColor = Color.MediumSpringGreen.WithAlpha(0.02f);
handle.DrawLine(origin - aExtent, origin + aExtent, lineColor);
}
}
protected void DrawGrid(DrawingHandleScreen handle, Matrix3x2 gridToView, Entity<MapGridComponent> grid, Color color, float alpha = 0.01f)
{
var rator = Maps.GetAllTilesEnumerator(grid.Owner, grid.Comp);
var tileSize = grid.Comp.TileSize;
// Check if we even have data
// TODO: Need to prune old grid-data if we don't draw it.
var gridData = GridData.GetOrNew(grid.Owner);
if (gridData.LastBuild < grid.Comp.LastTileModifiedTick)
{
gridData.Vertices.Clear();
_gridTileList.Clear();
_gridNeighborSet.Clear();
// Okay so there's 2 steps to this
// 1. Is that get we get a set of all tiles. This is used to decompose into triangle-strips
// 2. Is that we get a list of all tiles. This is used for edge data to decompose into line-strips.
while (rator.MoveNext(out var tileRef))
{
var index = tileRef.Value.GridIndices;
_gridNeighborSet.Add(index);
_gridTileList.Add(index);
var bl = Maps.TileToVector(grid, index);
var br = bl + new Vector2(tileSize, 0f);
var tr = bl + new Vector2(tileSize, tileSize);
var tl = bl + new Vector2(0f, tileSize);
gridData.Vertices.Add(bl);
gridData.Vertices.Add(br);
gridData.Vertices.Add(tl);
gridData.Vertices.Add(br);
gridData.Vertices.Add(tl);
gridData.Vertices.Add(tr);
}
gridData.EdgeIndex = gridData.Vertices.Count;
_edges.Clear();
foreach (var index in _gridTileList)
{
// We get all of the raw lines up front
// then we decompose them into longer lines in a separate step.
foreach (var (dir, dirVec) in _neighborDirections)
{
var neighbor = index + dirVec;
if (_gridNeighborSet.Contains(neighbor))
continue;
var bl = Maps.TileToVector(grid, index);
var br = bl + new Vector2(tileSize, 0f);
var tr = bl + new Vector2(tileSize, tileSize);
var tl = bl + new Vector2(0f, tileSize);
// Could probably rotate this but this might be faster?
Vector2 actualStart;
Vector2 actualEnd;
switch (dir)
{
case DirectionFlag.South:
actualStart = bl;
actualEnd = br;
break;
case DirectionFlag.East:
actualStart = br;
actualEnd = tr;
break;
case DirectionFlag.North:
actualStart = tr;
actualEnd = tl;
break;
case DirectionFlag.West:
actualStart = tl;
actualEnd = bl;
break;
default:
throw new NotImplementedException();
}
_edges.Add((actualStart, actualEnd));
}
}
// Decompose the edges into longer lines to save data.
// Now we decompose the lines into longer lines (less data to send to the GPU)
var decomposed = true;
while (decomposed)
{
decomposed = false;
for (var i = 0; i < _edges.Count; i++)
{
var (start, end) = _edges[i];
var neighborFound = false;
var neighborIndex = 0;
Vector2 neighborStart;
Vector2 neighborEnd = Vector2.Zero;
// Does our end correspond with another start?
for (var j = i + 1; j < _edges.Count; j++)
{
(neighborStart, neighborEnd) = _edges[j];
if (!end.Equals(neighborStart))
continue;
neighborFound = true;
neighborIndex = j;
break;
}
if (!neighborFound)
continue;
// Check if our start and the neighbor's end are collinear
if (!CollinearSimplifier.IsCollinear(start, end, neighborEnd, 10f * float.Epsilon))
continue;
decomposed = true;
_edges[i] = (start, neighborEnd);
_edges.RemoveAt(neighborIndex);
}
}
gridData.Vertices.EnsureCapacity(_edges.Count * 2);
foreach (var edge in _edges)
{
gridData.Vertices.Add(edge.Start);
gridData.Vertices.Add(edge.End);
}
gridData.LastBuild = grid.Comp.LastTileModifiedTick;
}
var totalData = gridData.Vertices.Count;
var triCount = gridData.EdgeIndex;
var edgeCount = totalData - gridData.EdgeIndex;
Extensions.EnsureLength(ref _allVertices, totalData);
_drawJob.Matrix = gridToView;
_drawJob.Vertices = gridData.Vertices;
_drawJob.ScaledVertices = _allVertices;
_parallel.ProcessNow(_drawJob, totalData);
const float BatchSize = 3f * 4096;
for (var i = 0; i < Math.Ceiling(triCount / BatchSize); i++)
{
var start = (int) (i * BatchSize);
var end = (int) Math.Min(triCount, start + BatchSize);
var count = end - start;
handle.DrawPrimitives(DrawPrimitiveTopology.TriangleList, new Span<Vector2>(_allVertices, start, count), color.WithAlpha(alpha));
}
handle.DrawPrimitives(DrawPrimitiveTopology.LineList, new Span<Vector2>(_allVertices, gridData.EdgeIndex, edgeCount), color);
}
private record struct GridDrawJob : IParallelRobustJob
{
public int BatchSize => 64;
public Matrix3x2 Matrix;
public List<Vector2> Vertices;
public Vector2[] ScaledVertices;
public void Execute(int index)
{
ScaledVertices[index] = Vector2.Transform(Vertices[index], Matrix);
}
}
}
public sealed class GridDrawData
{
/*
* List of lists because we use LineStrip and TriangleStrip respectively (less data to pass to the GPU).
*/
public List<Vector2> Vertices = new();
/// <summary>
/// Vertices index from when edges start.
/// </summary>
public int EdgeIndex;
public GameTick LastBuild;
}