CatStation/Content.Client/Communications/UI/CommunicationsConsoleBoundUserInterface.cs
Princess Cheeseballs 2c6ffecf62
Move GameTicker to Shared (#45834)
* Scope creep my ass

* why was this shit not pushed????

* gone...

* fix that

* review plus buildd

* asfsafsafsafsafas

* grug

* burber

* I'll fix this later

* shrimply die

* also this

* it's snerf or snuthin

* assaads

* round snend

* aaaa

* fix this shit for real

* actually, don't start GameRules until MapInit now that I think aboot it.

* forgot u

* don't actually need this part nullable

* Deffer comp removal

* one liner

* do that too

* chungus

* Honestly makes more sense here, plus WHY are we doing all that shit on "GameRuleAdded" rather than GameRuleStarted(?)

* deferred removal :V

* aaaaaaaaaaaaaaa

* whhop

* Whoop

* better

* landmine that I placed for myself then forgot about lmao

* cleanup

* FUCKING `!`

* gotovo

* amogus

* please don't check by metadata I beg

* waawsasfdfsasfa

* sfafsasfafsas

* fdsaasffsasfa

* code

* fix

* fasasffasfasfsad

* chungaas

* I may be stupid

* gra

* graaaaaaaaaaaaaaaaa

* comment

* gra

* clearing is not predicted and would require major refactors, so don't cache on client.

* lame shit :P

* last holes

* nukeopsfsafsasafsfafsa

* why  was that shit public bruh

* bubrbgwahrghfaka

* dynamic

* revert change that did nothing lmao
2026-09-16 19:34:19 +00:00

101 lines
3.8 KiB
C#

using Content.Shared.CCVar;
using Content.Shared.Chat;
using Content.Shared.AlertLevel;
using Content.Shared.Communications;
using Content.Shared.Station.Systems;
using Robust.Client.UserInterface;
using Robust.Shared.Configuration;
using Robust.Shared.Prototypes;
namespace Content.Client.Communications.UI;
/// <summary>
/// The BUI for the communications console.
/// Handles sending messages back to the server to call the shuttle,
/// send messages, set the alert level, and set the text on screens.
/// </summary>
/// <seealso cref="CommunicationsConsoleComponent"/>
public sealed partial class CommunicationsConsoleBoundUserInterface(EntityUid owner, Enum uiKey) : BoundUserInterface(owner, uiKey)
{
[Dependency] private IConfigurationManager _cfg = default!;
[Dependency] private StationSystem _station = default!;
[Dependency] private AlertLevelSystem _alertLevel = default!;
[ViewVariables]
private CommunicationsConsoleMenu? _menu;
private static readonly EntProtoId FallbackScreen = "Screen";
/// <inheritdoc/>
protected override void Open()
{
base.Open();
_menu = this.CreateWindow<CommunicationsConsoleMenu>();
_menu.OnRadioAnnounce += RadioAnnounceButtonPressed;
_menu.OnScreenBroadcast += ScreenBroadcastButtonPressed;
_menu.OnAlertLevelChanged += AlertLevelSelected;
_menu.OnShuttleCalled += CallShuttle;
_menu.OnShuttleRecalled += RecallShuttle;
if (EntMan.TryGetComponent<CommunicationsConsoleComponent>(Owner, out var console))
_menu.SetBroadcastDisplayEntity(console.ScreenDisplayId);
else
_menu.SetBroadcastDisplayEntity(FallbackScreen);
}
public void AlertLevelSelected(ProtoId<AlertLevelPrototype> level)
{
// TODO: This does not work until the console UI is predicted and uses component states.
// Also someone decided to send BUI states regularly in an update loop, so this just gets randomly bulldozed until the message reaches the server.
// _menu.CurrentAlertLevel = level;
// _menu.AlertLevelSelectable = false;
// _menu.AlertLevelButton.Disabled = true;
SendMessage(new CommunicationsConsoleSelectAlertLevelMessage(level));
}
public void RadioAnnounceButtonPressed(string message)
{
var maxLength = _cfg.GetCVar(CCVars.ChatMaxAnnouncementLength);
var msg = SharedChatSystem.SanitizeAnnouncement(message, maxLength);
SendMessage(new CommunicationsConsoleAnnounceMessage(msg));
}
public void ScreenBroadcastButtonPressed(string message)
{
SendMessage(new CommunicationsConsoleBroadcastMessage(message));
}
public void CallShuttle()
{
SendMessage(new CommunicationsConsoleCallEmergencyShuttleMessage());
}
public void RecallShuttle()
{
SendMessage(new CommunicationsConsoleRecallEmergencyShuttleMessage());
}
// TODO: Use component states and update in an AfterAutoHandleState subscription
protected override void UpdateState(BoundUserInterfaceState state)
{
base.UpdateState(state);
if (state is not CommunicationsConsoleInterfaceState commsState)
return;
var stationUid = _station.GetOwningStation(Owner);
if (!EntMan.TryGetComponent<AlertLevelComponent>(stationUid, out var alertComp))
return;
if (_menu != null)
{
var currentAlertLevel = alertComp.CurrentAlertLevel;
var selectableAlertLevels = _alertLevel.GetSelectableAlertLevels((stationUid.Value, alertComp));
var canChangeAlertLevel = _alertLevel.CanChangeAlertLevel((stationUid.Value, alertComp));
_menu.UpdateState(commsState, currentAlertLevel, selectableAlertLevels, canChangeAlertLevel);
}
}
}