mirror of
https://github.com/DeltaV-Station/Delta-v.git
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* Add shuttle interior drawing back
Just do it per-tile she'll be right, at least it's done with 1 draw call.
* Revamp shuttle console
* Bunch of cleanup work
* Lables sortito
* dok
* Pixel alignment and colours
* Fix a bunch of drawing bugs
* Shuttle map drawing
* Drawing fixes
* Map parallax working finally
* weh
* Commit all my stuff
* mic
* deez
* Update everything
* Xamlify everything
* uh
* Rudimentary blocker range
* My enemies have succeeded
* Bunch of changes to FTL
* Heaps of cleanup
* Fix FTL bugs
* FTL
* weewoo
* FTL fallback
* wew
* weh
* Basic FTL working
* FTL working
* FTL destination fixes
* a
* Exclusion zones
* Fix drawing / FTL
* Beacons working
* Coordinates drawing
* Fix unknown map names
* Dorks beginning
* State + docking cleanup start
* Basic dock drawing
* Bunch of drawing fixes
* Batching / color fixes
* Cleanup and beacons support
* weh
* weh
* Begin pings
* First draft at map objects
* Map fixup
* Faster drawing
* Fix perf + FTL
* Cached drawing
* Fix drawing
* Best I got
* strips
* Back to lists but with caching
* Final optimisation
* Fix dock bounds
* Docking work
* stinker
* kobolds
* Btns
* Docking vis working
* Fix docking pre-vis
* canasses
* Helldivers 2
* a
* Array life
* Fix
* Fix TODOs
* liltenhead feature club
* dorking
* Merge artifacts
* Last-minute touchup
(cherry picked from commit c5486873db)
60 lines
1.9 KiB
C#
60 lines
1.9 KiB
C#
using System.Numerics;
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using Content.Server.UserInterface;
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using Content.Shared.Shuttles.BUIStates;
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using Content.Shared.Shuttles.Components;
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using Content.Shared.Shuttles.Systems;
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using Content.Shared.PowerCell;
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using Content.Shared.Movement.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.Map;
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namespace Content.Server.Shuttles.Systems;
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public sealed class RadarConsoleSystem : SharedRadarConsoleSystem
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{
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[Dependency] private readonly ShuttleConsoleSystem _console = default!;
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[Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RadarConsoleComponent, ComponentStartup>(OnRadarStartup);
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}
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private void OnRadarStartup(EntityUid uid, RadarConsoleComponent component, ComponentStartup args)
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{
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UpdateState(uid, component);
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}
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protected override void UpdateState(EntityUid uid, RadarConsoleComponent component)
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{
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var xform = Transform(uid);
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var onGrid = xform.ParentUid == xform.GridUid;
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EntityCoordinates? coordinates = onGrid ? xform.Coordinates : null;
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Angle? angle = onGrid ? xform.LocalRotation : null;
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if (component.FollowEntity)
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{
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coordinates = new EntityCoordinates(uid, Vector2.Zero);
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angle = Angle.Zero;
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}
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if (_uiSystem.TryGetUi(uid, RadarConsoleUiKey.Key, out var bui))
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{
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NavInterfaceState state;
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var docks = _console.GetAllDocks();
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if (coordinates != null && angle != null)
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{
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state = _console.GetNavState(uid, docks, coordinates.Value, angle.Value);
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}
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else
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{
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state = _console.GetNavState(uid, docks);
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}
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_uiSystem.SetUiState(bui, new NavBoundUserInterfaceState(state));
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}
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}
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}
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