Files
Delta-v/Content.Client/_DV/CosmicCult/Visuals/MonumentPlacementPreviewSystem.cs
T
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>

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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>

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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

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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

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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

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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

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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

179 lines
7.7 KiB
C#

using System.Numerics;
using System.Threading;
using Content.Shared._DV.CosmicCult;
using Content.Shared._DV.CosmicCult.Components;
using Content.Shared.Actions;
using Content.Shared.Actions.Components;
using Content.Shared.Actions.Events;
using Content.Shared.Maps;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
using Timer = Robust.Shared.Timing.Timer;
namespace Content.Client._DV.CosmicCult.Visuals;
/// <summary>
/// This handles rendering a preview of where the monument will be placed
/// </summary>
public sealed class MonumentPlacementPreviewSystem : EntitySystem
{
//most of these aren't used by this system, see MonumentPlacementPreviewOverlay for a note on why they're here
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IOverlayManager _overlay = default!;
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly TurfSystem _turf = default!;
[Dependency] private readonly SharedMapSystem _map = default!;
[Dependency] private readonly TransformSystem _transform = default!;
private MonumentPlacementPreviewOverlay? _cachedOverlay;
private CancellationTokenSource? _cancellationTokenSource;
private const int MinimumDistanceFromSpace = 3;
/// <inheritdoc/>
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<MonumentPlacementPreviewComponent, ActionAttemptEvent>(OnAttemptMonumentPlacement);
SubscribeLocalEvent<CosmicCultLeadComponent, EventCosmicPlaceMonument>(OnCosmicPlaceMonument);
SubscribeLocalEvent<CosmicCultLeadComponent, EventCosmicMoveMonument>(OnCosmicMoveMonument);
}
private void DoMonumentAnimation(EntityUid performer)
{
if (_cachedOverlay == null || _cancellationTokenSource == null)
return;
if (!VerifyPlacement(Transform(performer), out _))
return;
_cachedOverlay.LockPlacement = true;
_cancellationTokenSource.Cancel(); //cancel the previous timer
//remove the overlay automatically after the primeTime expires
//no cancellation token for this one as this'll never need to get cancelled afaik
Timer.Spawn(TimeSpan.FromSeconds(3.8), //anim takes 3.8s, might want to have the ghost disappear earlier but eh
() =>
{
_overlay.RemoveOverlay<MonumentPlacementPreviewOverlay>();
_cachedOverlay = null;
_cancellationTokenSource = null;
}
);
}
private void OnCosmicMoveMonument(Entity<CosmicCultLeadComponent> ent, ref EventCosmicMoveMonument args)
{
DoMonumentAnimation(args.Performer);
}
private void OnCosmicPlaceMonument(Entity<CosmicCultLeadComponent> ent, ref EventCosmicPlaceMonument args)
{
DoMonumentAnimation(args.Performer);
}
//duplicated from the ability check, minus the station check because that can't be done clientside afaik?
//and no popups because they're done in the ability check as well
public bool VerifyPlacement(TransformComponent xform, out EntityCoordinates outPos)
{
outPos = new EntityCoordinates();
//MAKE SURE WE'RE STANDING ON A GRID
if (!TryComp(xform.GridUid, out MapGridComponent? grid))
{
return false;
}
//CHECK IF IT'S BEING PLACED CHEESILY CLOSE TO SPACE
var worldPos = _transform.GetWorldPosition(xform); //this is technically wrong but basically fine; if
foreach (var tile in _map.GetTilesIntersecting(xform.GridUid.Value, grid, new Circle(worldPos, MinimumDistanceFromSpace)))
{
if(_turf.IsSpace(tile))
return false;
}
var localTile = _map.GetTileRef(xform.GridUid.Value, grid, xform.Coordinates);
var targetIndices = localTile.GridIndices + new Vector2i(0, 1);
var pos = _map.ToCenterCoordinates(xform.GridUid.Value, targetIndices, grid);
outPos = pos;
var box = new Box2(pos.Position + new Vector2(-1.4f, -0.4f), pos.Position + new Vector2(1.4f, 0.4f));
//CHECK FOR ENTITY AND ENVIRONMENTAL INTERSECTIONS
if (_lookup.AnyLocalEntitiesIntersecting(xform.GridUid.Value, box, LookupFlags.Dynamic | LookupFlags.Static, _player.LocalEntity))
return false;
//if all of those aren't false, return true
return true;
}
private void OnAttemptMonumentPlacement(Entity<MonumentPlacementPreviewComponent> ent, ref ActionAttemptEvent args)
{
if (!TryComp<ConfirmableActionComponent>(ent, out var confirmableAction))
return; //return if the action somehow doesn't have a confirmableAction comp
//if we've already got a cached overlay, reset the timers & bump alpha back up to 1.
//todo do that
//should probably smoothly transition alpha back up to 1 but idrc (this will bother me a lot I'm lying) it's an incredibly specific thing that occurs in a .25s window at the end of a 10s wait
//not a great solution but I'm not sure if a Real:tm: (also not entirely sure what a Real:tm: fix would be here tbh? hooking into ActionAttemptEvent?) fix would actually work here? need to investigate.
if (_cachedOverlay != null && _cancellationTokenSource != null)
{
_cancellationTokenSource.Cancel();
_cancellationTokenSource = new CancellationTokenSource();
StartTimers(confirmableAction, _cancellationTokenSource, _cachedOverlay);
if (_cachedOverlay.FadingOut) //if we're fading out
{
_cachedOverlay.FadingOut = false; //stop it
var progress = (1 - (_cachedOverlay.FadeOutProgress / _cachedOverlay.FadeOutTime)) * _cachedOverlay.FadeInTime; //set fade in progress to 1 - fade out progress (so 70% out becomes 30% in)
_cachedOverlay.FadeInProgress = progress;
_cachedOverlay.FadingIn = true; //start fading in again
_cachedOverlay.FadeOutProgress = 0; //stop the fadeout entirely
} //no need for a special fade in case as well, that can go as normal
return;
}
_cancellationTokenSource = new CancellationTokenSource();
//it's probably inefficient to make a new one every time, but this'll be happening like four times a round maybe
//massive ctor because iocmanager hates me
_cachedOverlay = new MonumentPlacementPreviewOverlay(EntityManager, _player, _proto, _timing, ent.Comp.Tier);
_overlay.AddOverlay(_cachedOverlay);
StartTimers(confirmableAction, _cancellationTokenSource, _cachedOverlay);
}
private void StartTimers(ConfirmableActionComponent comp, CancellationTokenSource tokenSource, MonumentPlacementPreviewOverlay overlay)
{
//remove the overlay automatically after the primeTime expires
Timer.Spawn(comp.PrimeTime + comp.ConfirmDelay,
() =>
{
_overlay.RemoveOverlay<MonumentPlacementPreviewOverlay>();
_cachedOverlay = null;
_cancellationTokenSource = null;
},
tokenSource.Token
);
//start a timer to start the fade out as well, with the same cancellation token
Timer.Spawn(comp.PrimeTime + comp.ConfirmDelay - TimeSpan.FromSeconds(overlay.FadeOutTime),
() =>
{
overlay.FadingOut = true;
},
tokenSource.Token
);
}
}