# Conflicts: # .github/CODEOWNERS # .github/ISSUE_TEMPLATE/config.yml # .github/ISSUE_TEMPLATE/issue_report.md # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Medical/CrewMonitoring/CrewMonitoringWindow.xaml # Content.Client/UserInterface/Systems/Ghost/Controls/Roles/MakeGhostRoleWindow.xaml # Content.Client/UserInterface/Systems/Ghost/Controls/Roles/MakeGhostRoleWindow.xaml.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/Destructible/DestructibleDamageTypeTest.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Arcade/SpaceVillainGame/SpaceVillainArcadeComponent.cs # Content.Server/Atmos/EntitySystems/FlammableSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Destructible/Thresholds/DamageThreshold.cs # Content.Server/Entry/EntryPoint.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.cs # Content.Server/GuideGenerator/ReagentEntry.cs # Content.Server/IoC/ServerContentIoC.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Medical/VomitSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared/Armor/SharedArmorSystem.cs # Content.Shared/Bed/Sleep/SleepingSystem.cs # Content.Shared/Cabinet/ItemCabinetSystem.cs # Content.Shared/Chat/SharedChatSystem.Emote.cs # Content.Shared/Chat/SharedChatSystem.cs # Content.Shared/Clothing/EntitySystems/MaskSystem.cs # Content.Shared/Clothing/EntitySystems/SharedChameleonClothingSystem.cs # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/EntityEffects/Effects/StatusEffects/GenericStatusEffect.cs # Content.Shared/EntityEffects/Effects/Transform/ExplosionEntityEffect.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/IoC/SharedContentIoC.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Ninja/Components/NinjaSuitComponent.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Revenant/Components/RevenantComponent.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Trigger/Systems/TriggerSystem.Condition.cs # Content.Shared/VendingMachines/SharedVendingMachineSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/HitscanPrototype.cs # Content.Shared/Xenoarchaeology/Artifact/XAT/BaseQueryUpdateXATSystem.cs # README.md # Resources/Audio/Weapons/attributions.yml # Resources/Locale/en-US/_strings/ghost/make-ghost-gui.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/conditions.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/effects.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/healthchange.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/statuseffects.ftl # Resources/Locale/en-US/_strings/job/job-description.ftl # Resources/Locale/en-US/_strings/medical/components/crew-monitoring-component.ftl # Resources/Locale/en-US/_strings/npc/hugbot.ftl # Resources/Locale/en-US/_strings/npc/npc-debug.ftl # Resources/Locale/en-US/_strings/speech/speech-triggers.ftl # Resources/Locale/en-US/_strings/ui/stat-values.ftl # Resources/Locale/en-US/guidebook/chemistry/conditions.ftl # Resources/Locale/en-US/guidebook/chemistry/effects.ftl # Resources/Locale/en-US/guidebook/chemistry/healthchange.ftl # Resources/Locale/en-US/guidebook/entity-effects/conditions.ftl # Resources/Locale/en-US/guidebook/entity-effects/effects.ftl # Resources/Locale/en-US/guidebook/entity-effects/healthchange.ftl # Resources/Maps/Shuttles/cargo_relic.yml # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.yml # Resources/Maps/_Sunrise/Station/fland.yml # Resources/Maps/_Sunrise/Station/marathon.yml # Resources/Maps/_Sunrise/Station/oasis.yml # Resources/Maps/_Sunrise/Station/packed.yml # Resources/Maps/_Sunrise/Station/plasma.yml # Resources/Maps/_Sunrise/Station/relic.yml # Resources/Maps/_Sunrise/event/clon_mine.yml # Resources/Maps/_Sunrise/event/void.yml # Resources/Prototypes/Body/Prototypes/vox.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/skeleton.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/base_electronics.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/access.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Specific/Atmospherics/sensor.yml # Resources/Prototypes/Loadouts/Jobs/Engineering/station_engineer.yml # Resources/Prototypes/Loadouts/Jobs/Science/scientist.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/Miscellaneous/glasses.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Lathes/Packs/biogen.yml # Resources/Prototypes/Recipes/Lathes/Packs/security.yml # Resources/Prototypes/Recipes/Lathes/biogen.yml # Resources/Prototypes/Roles/Antags/nukeops.yml # Resources/Prototypes/Roles/Antags/revolutionary.yml # Resources/Prototypes/Roles/Antags/thief.yml # Resources/Prototypes/Roles/Antags/traitor.yml # Resources/Prototypes/Roles/Antags/wizard.yml # Resources/Prototypes/Roles/Antags/zombie.yml # Resources/Prototypes/Roles/Jobs/Cargo/salvage_specialist.yml # Resources/Prototypes/Roles/Jobs/Civilian/bartender.yml # Resources/Prototypes/Roles/Jobs/Civilian/chef.yml # Resources/Prototypes/Roles/Jobs/Civilian/mime.yml # Resources/Prototypes/Roles/Jobs/Engineering/atmospheric_technician.yml # Resources/Prototypes/Roles/Jobs/Engineering/station_engineer.yml # Resources/Prototypes/Roles/Jobs/Engineering/technical_assistant.yml # Resources/Prototypes/Roles/Jobs/Medical/chemist.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_doctor.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_intern.yml # Resources/Prototypes/Roles/Jobs/Medical/paramedic.yml # Resources/Prototypes/Roles/Jobs/Science/borg.yml # Resources/Prototypes/Roles/Jobs/Science/research_assistant.yml # Resources/Prototypes/Roles/Jobs/Science/scientist.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Stacks/Materials/crystals.yml # Resources/Prototypes/Stacks/floor_tile_stacks.yml # Resources/Prototypes/tags.yml # Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml # Resources/ServerInfo/Guidebook/Science/Xenoarchaeology.xml # Resources/Textures/Clothing/Hands/Gloves/Color/black.rsi/equipped-HAND.png # Resources/Textures/Clothing/Hands/Gloves/Color/black.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/mime.rsi/meta.json # Resources/Textures/Effects/speech.rsi/moth3.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Structures/Machines/microwave.rsi/meta.json # Resources/Textures/Structures/Machines/microwave.rsi/mw.png # Resources/Textures/Structures/Machines/microwave.rsi/mw0.png # Resources/Textures/Structures/Machines/microwave.rsi/mw_running_unlit.png # Resources/Textures/Structures/Machines/microwave.rsi/mw_unlit.png # Resources/Textures/Structures/Machines/microwave.rsi/mwb.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody0.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody1.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloodyo.png # Resources/Textures/Structures/Machines/microwave.rsi/mwo.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/meta.json # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw0.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw_running_unlit.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw_unlit.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mwb.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mwo.png # Resources/migration.yml # RobustToolbox
506 lines
17 KiB
C#
506 lines
17 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using System.Numerics;
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using Content.Client.Pinpointer.UI;
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using Content.Client.Stylesheets;
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using Content.Client.UserInterface.Controls;
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using Content.Shared.Medical.CrewMonitoring;
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using Content.Shared.Medical.SuitSensor;
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using Content.Shared.StatusIcon;
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using Robust.Client.AutoGenerated;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.XAML;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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using static Robust.Client.UserInterface.Controls.BoxContainer;
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namespace Content.Client.Medical.CrewMonitoring;
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[GenerateTypedNameReferences]
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public sealed partial class CrewMonitoringWindow : FancyWindow
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{
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[Dependency] private readonly IEntityManager _entManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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private readonly SharedTransformSystem _transformSystem;
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private readonly SpriteSystem _spriteSystem;
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private NetEntity? _trackedEntity;
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private bool _tryToScrollToListFocus;
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private Texture? _blipTexture;
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private CrewMonitoringBoundUserInterface? _boundUserInterface;
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public CrewMonitoringWindow()
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{
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RobustXamlLoader.Load(this);
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IoCManager.InjectDependencies(this);
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_transformSystem = _entManager.System<SharedTransformSystem>();
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_spriteSystem = _entManager.System<SpriteSystem>();
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NavMap.TrackedEntitySelectedAction += SetTrackedEntityFromNavMap;
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CorpseAlertToggle.OnPressed += OnCorpseAlertTogglePressed;
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// Initialize corpse alert toggle to "off" state
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UpdateCorpseAlertToggle(false);
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CorpseAlertToggle.Disabled = false;
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}
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public void Set(string stationName, EntityUid? mapUid)
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{
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_blipTexture = _spriteSystem.Frame0(new SpriteSpecifier.Texture(new ResPath("/Textures/Interface/NavMap/beveled_circle.png")));
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if (_entManager.TryGetComponent<TransformComponent>(mapUid, out var xform))
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NavMap.MapUid = xform.GridUid;
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else
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NavMap.Visible = false;
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StationName.AddStyleClass("LabelBig");
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StationName.Text = stationName;
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NavMap.ForceNavMapUpdate();
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}
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public void SetBoundUserInterface(CrewMonitoringBoundUserInterface boundUserInterface)
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{
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_boundUserInterface = boundUserInterface;
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}
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protected override void FrameUpdate(FrameEventArgs args)
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{
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base.FrameUpdate(args);
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if (_tryToScrollToListFocus)
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TryToScrollToFocus();
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}
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public void ShowSensors(List<SuitSensorStatus> sensors, EntityUid monitor, EntityCoordinates? monitorCoords)
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{
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ClearOutDatedData();
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// No server label
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if (sensors.Count == 0)
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{
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NoServerLabel.Visible = true;
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return;
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}
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NoServerLabel.Visible = false;
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// Collect one status per user, using the sensor with the most data available.
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Dictionary<NetEntity, SuitSensorStatus> uniqueSensorsMap = new();
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foreach (var sensor in sensors)
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{
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if (uniqueSensorsMap.TryGetValue(sensor.OwnerUid, out var existingSensor))
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{
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// Skip if we already have a sensor with more data for this mob.
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if (existingSensor.Coordinates != null && sensor.Coordinates == null)
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continue;
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if (existingSensor.DamagePercentage != null && sensor.DamagePercentage == null)
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continue;
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}
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uniqueSensorsMap[sensor.OwnerUid] = sensor;
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}
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var uniqueSensors = uniqueSensorsMap.Values.ToList();
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// Order sensor data
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var orderedSensors = uniqueSensors.OrderBy(n => n.Name).OrderBy(j => j.Job);
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var assignedSensors = new HashSet<SuitSensorStatus>();
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var departments = uniqueSensors.SelectMany(d => d.JobDepartments).Distinct().OrderBy(n => n);
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// Create department labels and populate lists
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foreach (var department in departments)
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{
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var departmentSensors = orderedSensors.Where(d => d.JobDepartments.Contains(department));
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if (departmentSensors == null || !departmentSensors.Any())
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continue;
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foreach (var sensor in departmentSensors)
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assignedSensors.Add(sensor);
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if (SensorsTable.ChildCount > 0)
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{
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var spacer = new Control()
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{
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SetHeight = 20,
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};
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SensorsTable.AddChild(spacer);
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}
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var deparmentLabel = new RichTextLabel()
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{
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Margin = new Thickness(10, 0),
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HorizontalExpand = true,
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};
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deparmentLabel.SetMessage(department);
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deparmentLabel.StyleClasses.Add(StyleNano.StyleClassTooltipActionDescription);
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SensorsTable.AddChild(deparmentLabel);
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PopulateDepartmentList(departmentSensors);
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}
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// Account for any non-station users
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var remainingSensors = orderedSensors.Except(assignedSensors);
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if (remainingSensors.Any())
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{
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var spacer = new Control()
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{
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SetHeight = 20,
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};
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SensorsTable.AddChild(spacer);
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var deparmentLabel = new RichTextLabel()
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{
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Margin = new Thickness(10, 0),
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HorizontalExpand = true,
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};
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deparmentLabel.SetMessage(Loc.GetString("crew-monitoring-ui-no-department-label"));
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deparmentLabel.StyleClasses.Add(StyleNano.StyleClassTooltipActionDescription);
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SensorsTable.AddChild(deparmentLabel);
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PopulateDepartmentList(remainingSensors);
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}
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// Show monitor on nav map
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if (monitorCoords != null && _blipTexture != null)
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{
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NavMap.TrackedEntities[_entManager.GetNetEntity(monitor)] = new NavMapBlip(monitorCoords.Value, _blipTexture, Color.Cyan, true, false);
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}
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}
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private void PopulateDepartmentList(IEnumerable<SuitSensorStatus> departmentSensors)
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{
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// Populate departments
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foreach (var sensor in departmentSensors)
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{
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if (!string.IsNullOrEmpty(SearchLineEdit.Text)
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&& !sensor.Name.Contains(SearchLineEdit.Text, StringComparison.CurrentCultureIgnoreCase)
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&& !sensor.Job.Contains(SearchLineEdit.Text, StringComparison.CurrentCultureIgnoreCase))
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continue;
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var coordinates = _entManager.GetCoordinates(sensor.Coordinates);
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// Add a button that will hold a username and other details
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NavMap.LocalizedNames.TryAdd(sensor.SuitSensorUid, sensor.Name + ", " + sensor.Job);
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var sensorButton = new CrewMonitoringButton()
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{
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SuitSensorUid = sensor.SuitSensorUid,
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Coordinates = coordinates,
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Disabled = (coordinates == null),
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HorizontalExpand = true,
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};
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if (sensor.SuitSensorUid == _trackedEntity)
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sensorButton.AddStyleClass(StyleNano.StyleClassButtonColorGreen);
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SensorsTable.AddChild(sensorButton);
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// Primary container to hold the button UI elements
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var mainContainer = new BoxContainer()
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{
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Orientation = LayoutOrientation.Horizontal,
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HorizontalExpand = true,
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};
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sensorButton.AddChild(mainContainer);
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// User status container
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var statusContainer = new BoxContainer()
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{
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SizeFlagsStretchRatio = 1.25f,
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Orientation = LayoutOrientation.Horizontal,
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HorizontalExpand = true,
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};
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mainContainer.AddChild(statusContainer);
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// Suit coords indicator
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var suitCoordsIndicator = new TextureRect()
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{
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Texture = _blipTexture,
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TextureScale = new Vector2(0.25f, 0.25f),
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Modulate = coordinates != null ? Color.LimeGreen : Color.DarkRed,
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HorizontalAlignment = HAlignment.Center,
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VerticalAlignment = VAlignment.Center,
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};
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statusContainer.AddChild(suitCoordsIndicator);
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// Specify texture for the user status icon
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var specifier = new SpriteSpecifier.Rsi(new ResPath("Interface/Alerts/human_crew_monitoring.rsi"), "alive");
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if (!sensor.IsAlive)
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{
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specifier = new SpriteSpecifier.Rsi(new ResPath("Interface/Alerts/human_crew_monitoring.rsi"), "dead");
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}
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else if (sensor.DamagePercentage != null)
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{
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var index = MathF.Round(4f * sensor.DamagePercentage.Value);
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if (index >= 5)
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specifier = new SpriteSpecifier.Rsi(new ResPath("Interface/Alerts/human_crew_monitoring.rsi"), "critical");
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else
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specifier = new SpriteSpecifier.Rsi(new ResPath("Interface/Alerts/human_crew_monitoring.rsi"), "health" + index);
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}
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// Status icon
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var statusIcon = new AnimatedTextureRect
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{
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HorizontalAlignment = HAlignment.Center,
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VerticalAlignment = VAlignment.Center,
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Margin = new Thickness(0, 1, 3, 0),
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};
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statusIcon.SetFromSpriteSpecifier(specifier);
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statusIcon.DisplayRect.TextureScale = new Vector2(2f, 2f);
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statusContainer.AddChild(statusIcon);
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// User name
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var nameLabel = new Label()
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{
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Text = sensor.Name,
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HorizontalExpand = true,
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ClipText = true,
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};
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statusContainer.AddChild(nameLabel);
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// User job container
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var jobContainer = new BoxContainer()
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{
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Orientation = LayoutOrientation.Horizontal,
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HorizontalExpand = true,
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};
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mainContainer.AddChild(jobContainer);
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// Job icon
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if (_prototypeManager.TryIndex<JobIconPrototype>(sensor.JobIcon, out var proto))
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{
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var jobIcon = new TextureRect()
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{
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TextureScale = new Vector2(2f, 2f),
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VerticalAlignment = VAlignment.Center,
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Texture = _spriteSystem.Frame0(proto.Icon),
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Margin = new Thickness(5, 0, 5, 0),
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};
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jobContainer.AddChild(jobIcon);
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}
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// Job name
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var jobLabel = new Label()
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{
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Text = sensor.Job,
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HorizontalExpand = true,
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ClipText = true,
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};
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jobContainer.AddChild(jobLabel);
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// Add user coordinates to the navmap
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if (coordinates != null && NavMap.Visible && _blipTexture != null)
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{
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NavMap.TrackedEntities.TryAdd(sensor.SuitSensorUid,
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new NavMapBlip
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(CoordinatesToLocal(coordinates.Value),
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_blipTexture,
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(_trackedEntity == null || sensor.SuitSensorUid == _trackedEntity) ? Color.LimeGreen : Color.LimeGreen * Color.DimGray,
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sensor.SuitSensorUid == _trackedEntity));
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NavMap.Focus = _trackedEntity;
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// On button up
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sensorButton.OnButtonUp += args =>
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{
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var prevTrackedEntity = _trackedEntity;
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if (_trackedEntity == sensor.SuitSensorUid)
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{
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_trackedEntity = null;
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}
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else
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{
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_trackedEntity = sensor.SuitSensorUid;
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NavMap.CenterToCoordinates(coordinates.Value);
|
|
}
|
|
|
|
NavMap.Focus = _trackedEntity;
|
|
|
|
UpdateSensorsTable(_trackedEntity, prevTrackedEntity);
|
|
};
|
|
}
|
|
}
|
|
}
|
|
|
|
private void SetTrackedEntityFromNavMap(NetEntity? netEntity)
|
|
{
|
|
var prevTrackedEntity = _trackedEntity;
|
|
_trackedEntity = netEntity;
|
|
|
|
if (_trackedEntity == prevTrackedEntity)
|
|
prevTrackedEntity = null;
|
|
|
|
NavMap.Focus = _trackedEntity;
|
|
_tryToScrollToListFocus = true;
|
|
|
|
UpdateSensorsTable(_trackedEntity, prevTrackedEntity);
|
|
}
|
|
|
|
private void UpdateSensorsTable(NetEntity? currTrackedEntity, NetEntity? prevTrackedEntity)
|
|
{
|
|
foreach (var sensor in SensorsTable.Children)
|
|
{
|
|
if (sensor is not CrewMonitoringButton)
|
|
continue;
|
|
|
|
var castSensor = (CrewMonitoringButton) sensor;
|
|
|
|
if (castSensor.SuitSensorUid == prevTrackedEntity)
|
|
castSensor.RemoveStyleClass(StyleNano.StyleClassButtonColorGreen);
|
|
|
|
else if (castSensor.SuitSensorUid == currTrackedEntity)
|
|
castSensor.AddStyleClass(StyleNano.StyleClassButtonColorGreen);
|
|
|
|
if (castSensor?.Coordinates == null)
|
|
continue;
|
|
|
|
if (NavMap.TrackedEntities.TryGetValue(castSensor.SuitSensorUid, out var data))
|
|
{
|
|
data = new NavMapBlip
|
|
(CoordinatesToLocal(data.Coordinates),
|
|
data.Texture,
|
|
(currTrackedEntity == null || castSensor.SuitSensorUid == currTrackedEntity) ? Color.LimeGreen : Color.LimeGreen * Color.DimGray,
|
|
castSensor.SuitSensorUid == currTrackedEntity);
|
|
|
|
NavMap.TrackedEntities[castSensor.SuitSensorUid] = data;
|
|
}
|
|
}
|
|
}
|
|
|
|
private void TryToScrollToFocus()
|
|
{
|
|
if (!_tryToScrollToListFocus)
|
|
return;
|
|
|
|
if (TryGetNextScrollPosition(out float? nextScrollPosition))
|
|
{
|
|
SensorScroller.VScrollTarget = nextScrollPosition.Value;
|
|
|
|
if (MathHelper.CloseToPercent(SensorScroller.VScroll, SensorScroller.VScrollTarget))
|
|
{
|
|
_tryToScrollToListFocus = false;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
private bool TryGetNextScrollPosition([NotNullWhen(true)] out float? nextScrollPosition)
|
|
{
|
|
nextScrollPosition = 0;
|
|
|
|
foreach (var sensor in SensorsTable.Children)
|
|
{
|
|
if (sensor is CrewMonitoringButton &&
|
|
((CrewMonitoringButton) sensor).SuitSensorUid == _trackedEntity)
|
|
return true;
|
|
|
|
nextScrollPosition += sensor.Height;
|
|
}
|
|
|
|
// Failed to find control
|
|
nextScrollPosition = null;
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Converts the input coordinates to an EntityCoordinates which are in
|
|
/// reference to the grid that the map is displaying. This is a stylistic
|
|
/// choice; this window deliberately limits the rate that blips update,
|
|
/// but if the blip is attached to another grid which is moving, that
|
|
/// blip will move smoothly, unlike the others. By converting the
|
|
/// coordinates, we are back in control of the blip movement.
|
|
/// </summary>
|
|
private EntityCoordinates CoordinatesToLocal(EntityCoordinates refCoords)
|
|
{
|
|
if (NavMap.MapUid != null)
|
|
{
|
|
return _transformSystem.WithEntityId(refCoords, (EntityUid)NavMap.MapUid);
|
|
}
|
|
else
|
|
{
|
|
return refCoords;
|
|
}
|
|
}
|
|
|
|
private void ClearOutDatedData()
|
|
{
|
|
SensorsTable.RemoveAllChildren();
|
|
NavMap.TrackedCoordinates.Clear();
|
|
NavMap.TrackedEntities.Clear();
|
|
NavMap.LocalizedNames.Clear();
|
|
}
|
|
|
|
public void UpdateCorpseAlertToggle(bool enabled)
|
|
{
|
|
if (enabled)
|
|
{
|
|
CorpseAlertToggle.Text = Loc.GetString("crew-monitoring-corpse-alert-on");
|
|
CorpseAlertToggle.AddStyleClass(StyleNano.StyleClassButtonColorGreen);
|
|
}
|
|
else
|
|
{
|
|
CorpseAlertToggle.Text = Loc.GetString("crew-monitoring-corpse-alert-off");
|
|
CorpseAlertToggle.RemoveStyleClass(StyleNano.StyleClassButtonColorGreen);
|
|
}
|
|
|
|
// Re-enable the button when server state is received
|
|
CorpseAlertToggle.Disabled = false;
|
|
}
|
|
|
|
private void OnCorpseAlertTogglePressed(BaseButton.ButtonEventArgs args)
|
|
{
|
|
// Disable button to prevent spam clicks
|
|
CorpseAlertToggle.Disabled = true;
|
|
|
|
// Send message to server
|
|
_boundUserInterface?.SendMessage(new CrewMonitoringToggleCorpseAlertMessage());
|
|
}
|
|
|
|
protected override void Dispose(bool disposing)
|
|
{
|
|
base.Dispose(disposing);
|
|
if (disposing)
|
|
{
|
|
_boundUserInterface = null;
|
|
}
|
|
}
|
|
}
|
|
|
|
public sealed class CrewMonitoringButton : Button
|
|
{
|
|
public int IndexInTable;
|
|
public NetEntity SuitSensorUid;
|
|
public EntityCoordinates? Coordinates;
|
|
}
|