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Mirror: Door Remote Now Shows Mode in UI (#293)
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## Mirror of PR #26162: [Door Remote now shows Mode in
UI](space-wizards/space-station-14#26162) from
<img src="https://avatars.githubusercontent.com/u/10567778?v=4"
alt="space-wizards" width="22"/>
[space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14)

###### `e627a0d24bc8ae89665feb0b0d519b5fbb77ce32`

PR opened by <img
src="https://avatars.githubusercontent.com/u/58439124?v=4"
width="16"/><a href="https://github.com/Plykiya"> Plykiya</a> at
2024-03-15 23:14:52 UTC

---

PR changed 7 files with 151 additions and 67 deletions.

The PR had the following labels:
- Status: Awaiting Changes


---

<details open="true"><summary><h1>Original Body</h1></summary>

> <!-- Please read these guidelines before opening your PR:
https://docs.spacestation14.io/en/getting-started/pr-guideline -->
> <!-- The text between the arrows are comments - they will not be
visible on your PR. -->
> 
> ## About the PR
> <!-- What did you change in this PR? -->
> Changed the door remote to show what mode it's in on the UI so you
don't have to toggle it to figure out if you're bolting a door or
setting it to emergency access...
> 
> ## Why / Balance
> <!-- Why was it changed? Link any discussions or issues here. Please
discuss how this would affect game balance. -->
> There is no indicator and it's awkward to set a door to emergency
access instead of bolting it against nukies.
> 
> ## Technical details
> <!-- If this is a code change, summarize at high level how your new
code works. This makes it easier to review. -->
> - Split DoorRemoteSystem into Shared/Server/Client from just Server
> - Added door remote status control that updates itself on first pickup
and then whenever the mode is toggled
> - Got rid of the custom "ShowPopupToUser" function that the DoorRemote
used to have in favor of PopupClient/PopupEntity
> - Created new Door Remote locale messages.
> 
> The only problem I have with my code change is that I created a shitty
fourth placeholder enum so that I could check for a difference on
initial pickup with PrevOperatingMode. Without it, the mode string only
appears on pickup for 2/3 options instead of 3/3 options because the
default PrevOperatingMode would end up matching the current Mode the
door remote is set to, thus not updating the UI. Would love a better
implementation suggestion for that...
> 
> ## Media
> <!-- 
> PRs which make ingame changes (adding clothing, items, new features,
etc) are required to have media attached that showcase the changes.
> Small fixes/refactors are exempt.
> Any media may be used in SS14 progress reports, with clear credit
given.
> 
> If you're unsure whether your PR will require media, ask a maintainer.
> 
> Check the box below to confirm that you have in fact seen this (put an
X in the brackets, like [X]):
> -->
> 
> - [ X ] I have added screenshots/videos to this PR showcasing its
changes ingame, **or** this PR does not require an ingame showcase
> 
>
https://github.com/space-wizards/space-station-14/assets/58439124/733eb78a-d1a6-4678-a325-9fda8dc1a4c8
> 
> 
> 
> ## Breaking changes
> <!--
> List any breaking changes, including namespace, public
class/method/field changes, prototype renames; and provide instructions
for fixing them. This will be pasted in #codebase-changes.
> -->
> DoorRemoteComponent moved from Content.Server.Remotes to
Content.Shared.Remotes.Components, DoorRemoteSystem OnInHandActivation
changed from Public to Private, DoorRemoteSystem moved from
Content.Server to Content.Shared, DoorRemoteSystem is now
SharedDoorRemoteSystem
> 
> **Changelog**
> <!--
> Make players aware of new features and changes that could affect how
they play the game by adding a Changelog entry. Please read the
Changelog guidelines located at:
https://docs.spacestation14.io/en/getting-started/pr-guideline#changelog
> -->
> 
> <!--
> Make sure to take this Changelog template out of the comment block in
order for it to show up.
> 🆑
> - add: Added fun!
> - remove: Removed fun!
> - tweak: Changed fun!
> - fix: Fixed fun!
> -->
> 🆑
> - add: Door remote UI now shows the mode it is in.
> 


</details>

Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: SimpleStation14 <Unknown>
Co-authored-by: VMSolidus <[email protected]>
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SimpleStation14 and VMSolidus authored Jul 9, 2024
1 parent 399bd96 commit 8926496
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Showing 7 changed files with 152 additions and 65 deletions.
16 changes: 16 additions & 0 deletions Content.Client/Remotes/EntitySystems/DoorRemoteSystem.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,16 @@
using Content.Client.Remote.UI;
using Content.Client.Items;
using Content.Shared.Remotes.EntitySystems;
using Content.Shared.Remotes.Components;

namespace Content.Client.Remotes.EntitySystems;

public sealed class DoorRemoteSystem : SharedDoorRemoteSystem
{
public override void Initialize()
{
base.Initialize();

Subs.ItemStatus<DoorRemoteComponent>(ent => new DoorRemoteStatusControl(ent));
}
}
46 changes: 46 additions & 0 deletions Content.Client/Remotes/UI/DoorRemoteStatusControl.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,46 @@
using Content.Client.Message;
using Content.Client.Stylesheets;
using Content.Shared.Remotes.Components;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Shared.Timing;

namespace Content.Client.Remote.UI;

public sealed class DoorRemoteStatusControl : Control
{
private readonly Entity<DoorRemoteComponent> _entity;
private readonly RichTextLabel _label;

// set to toggle bolts initially just so that it updates on first pickup of remote
private OperatingMode PrevOperatingMode = OperatingMode.placeholderForUiUpdates;

public DoorRemoteStatusControl(Entity<DoorRemoteComponent> entity)
{
_entity = entity;
_label = new RichTextLabel { StyleClasses = { StyleNano.StyleClassItemStatus } };
AddChild(_label);
}

protected override void FrameUpdate(FrameEventArgs args)
{
base.FrameUpdate(args);

// only updates the UI if any of the details are different than they previously were
if (PrevOperatingMode == _entity.Comp.Mode)
return;

PrevOperatingMode = _entity.Comp.Mode;

// Update current volume and injector state
var modeStringLocalized = Loc.GetString(_entity.Comp.Mode switch
{
OperatingMode.OpenClose => "door-remote-open-close-text",
OperatingMode.ToggleBolts => "door-remote-toggle-bolt-text",
OperatingMode.ToggleEmergencyAccess => "door-remote-emergency-access-text",
_ => "door-remote-invalid-text"
});

_label.SetMarkup(Loc.GetString("door-remote-mode-label", ("modeString", modeStringLocalized)));
}
}
16 changes: 0 additions & 16 deletions Content.Server/Remotes/DoorRemoteComponent.cs

This file was deleted.

64 changes: 15 additions & 49 deletions Content.Server/Remotes/DoorRemoteSystem.cs
Original file line number Diff line number Diff line change
@@ -1,74 +1,43 @@
using Content.Server.Administration.Logs;
using Robust.Shared.Player;
using Content.Shared.Interaction;
using Content.Shared.Popups;
using Content.Shared.Doors.Components;
using Content.Shared.Doors.Systems;
using Content.Shared.Physics;
using Content.Shared.Access.Components;
using Content.Server.Doors.Systems;
using Content.Server.Power.EntitySystems;
using Content.Shared.Database;
using Content.Shared.Interaction.Events;
using Content.Shared.Examine;
using static Content.Server.Remotes.DoorRemoteComponent;
using Content.Shared.Remotes.EntitySystems;
using Content.Shared.Remotes.Components;

namespace Content.Server.Remotes
namespace Content.Shared.Remotes
{
public sealed class DoorRemoteSystem : EntitySystem
public sealed class DoorRemoteSystem : SharedDoorRemoteSystem
{
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly AirlockSystem _airlock = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly DoorSystem _doorSystem = default!;
[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
[Dependency] private readonly ExamineSystemShared _examine = default!;
// I'm so sorry [Dependency] private readonly SharedAirlockSystem _sharedAirlockSystem = default!;

public override void Initialize()
{
SubscribeLocalEvent<DoorRemoteComponent, UseInHandEvent>(OnInHandActivation);
SubscribeLocalEvent<DoorRemoteComponent, BeforeRangedInteractEvent>(OnBeforeInteract);
}

public void OnInHandActivation(EntityUid user, DoorRemoteComponent component, UseInHandEvent args)
{
string switchMessageId;
switch (component.Mode)
{
case OperatingMode.OpenClose:
component.Mode = OperatingMode.ToggleBolts;
switchMessageId = "door-remote-switch-state-toggle-bolts";
break;
base.Initialize();

// Skip toggle bolts mode and move on from there (to emergency access)
case OperatingMode.ToggleBolts:
component.Mode = OperatingMode.ToggleEmergencyAccess;
switchMessageId = "door-remote-switch-state-toggle-emergency-access";
break;

// Skip ToggleEmergencyAccess mode and move on from there (to door toggle)
case OperatingMode.ToggleEmergencyAccess:
component.Mode = OperatingMode.OpenClose;
switchMessageId = "door-remote-switch-state-open-close";
break;
default:
throw new InvalidOperationException(
$"{nameof(DoorRemoteComponent)} had invalid mode {component.Mode}");
}
ShowPopupToUser(switchMessageId, args.User);
SubscribeLocalEvent<DoorRemoteComponent, BeforeRangedInteractEvent>(OnBeforeInteract);
}

private void OnBeforeInteract(EntityUid uid, DoorRemoteComponent component, BeforeRangedInteractEvent args)
private void OnBeforeInteract(Entity<DoorRemoteComponent> entity, ref BeforeRangedInteractEvent args)
{
bool isAirlock = TryComp<AirlockComponent>(args.Target, out var airlockComp);

if (args.Handled
|| args.Target == null
|| !TryComp<DoorComponent>(args.Target, out var doorComp) // If it isn't a door we don't use it
// Only able to control doors if they are within your vision and within your max range.
// Not affected by mobs or machines anymore.
// Only able to control doors if they are within your vision and within your max range.
// Not affected by mobs or machines anymore.
|| !_examine.InRangeUnOccluded(args.User, args.Target.Value, SharedInteractionSystem.MaxRaycastRange, null))

{
return;
}
Expand All @@ -77,19 +46,19 @@ private void OnBeforeInteract(EntityUid uid, DoorRemoteComponent component, Befo

if (!this.IsPowered(args.Target.Value, EntityManager))
{
ShowPopupToUser("door-remote-no-power", args.User);
Popup.PopupEntity(Loc.GetString("door-remote-no-power"), args.User, args.User);
return;
}

if (TryComp<AccessReaderComponent>(args.Target, out var accessComponent)
&& !_doorSystem.HasAccess(args.Target.Value, args.Used, doorComp, accessComponent))
{
_doorSystem.Deny(args.Target.Value, doorComp, args.User);
ShowPopupToUser("door-remote-denied", args.User);
Popup.PopupEntity(Loc.GetString("door-remote-denied"), args.User, args.User);
return;
}

switch (component.Mode)
switch (entity.Comp.Mode)
{
case OperatingMode.OpenClose:
if (_doorSystem.TryToggleDoor(args.Target.Value, doorComp, args.Used))
Expand All @@ -115,11 +84,8 @@ private void OnBeforeInteract(EntityUid uid, DoorRemoteComponent component, Befo
break;
default:
throw new InvalidOperationException(
$"{nameof(DoorRemoteComponent)} had invalid mode {component.Mode}");
$"{nameof(DoorRemoteComponent)} had invalid mode {entity.Comp.Mode}");
}
}

private void ShowPopupToUser(string messageId, EntityUid user) =>
_popupSystem.PopupEntity(Loc.GetString(messageId), user, user);
}
}
19 changes: 19 additions & 0 deletions Content.Shared/Remotes/Components/DoorRemoteComponent.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,19 @@
using Robust.Shared.GameStates;

namespace Content.Shared.Remotes.Components;

[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class DoorRemoteComponent : Component
{
[AutoNetworkedField]
[DataField]
public OperatingMode Mode = OperatingMode.OpenClose;
}

public enum OperatingMode : byte
{
OpenClose,
ToggleBolts,
ToggleEmergencyAccess,
placeholderForUiUpdates
}
47 changes: 47 additions & 0 deletions Content.Shared/Remotes/EntitySystems/SharedDoorRemoteSystem.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,47 @@
using Content.Shared.Interaction;
using Content.Shared.Popups;
using Content.Shared.Interaction.Events;
using Content.Shared.Remotes.Components;

namespace Content.Shared.Remotes.EntitySystems;

public abstract class SharedDoorRemoteSystem : EntitySystem
{
[Dependency] protected readonly SharedPopupSystem Popup = default!;
[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
// I'm so sorry [Dependency] private readonly SharedAirlockSystem _sharedAirlockSystem = default!;

public override void Initialize()
{
SubscribeLocalEvent<DoorRemoteComponent, UseInHandEvent>(OnInHandActivation);
}

private void OnInHandActivation(Entity<DoorRemoteComponent> entity, ref UseInHandEvent args)
{
string switchMessageId;
switch (entity.Comp.Mode)
{
case OperatingMode.OpenClose:
entity.Comp.Mode = OperatingMode.ToggleBolts;
switchMessageId = "door-remote-switch-state-toggle-bolts";
break;

// Skip toggle bolts mode and move on from there (to emergency access)
case OperatingMode.ToggleBolts:
entity.Comp.Mode = OperatingMode.ToggleEmergencyAccess;
switchMessageId = "door-remote-switch-state-toggle-emergency-access";
break;

// Skip ToggleEmergencyAccess mode and move on from there (to door toggle)
case OperatingMode.ToggleEmergencyAccess:
entity.Comp.Mode = OperatingMode.OpenClose;
switchMessageId = "door-remote-switch-state-open-close";
break;
default:
throw new InvalidOperationException(
$"{nameof(DoorRemoteComponent)} had invalid mode {entity.Comp.Mode}");
}
Dirty(entity);
Popup.PopupClient(Loc.GetString(switchMessageId), entity, args.User);
}
}
9 changes: 9 additions & 0 deletions Resources/Locale/en-US/door-remote/door-remote.ftl
Original file line number Diff line number Diff line change
@@ -1,3 +1,12 @@
## UI
door-remote-open-close-text = Opens and Closes Doors
door-remote-toggle-bolt-text = Toggles Bolts
door-remote-emergency-access-text = Toggles Emergency Access
door-remote-invalid-text = Invalid
door-remote-mode-label = Mode: [color=white]{$modeString}[/color]
## Entity

door-remote-switch-state-open-close = You switch the remote to open and close doors
door-remote-switch-state-toggle-bolts = You switch the remote to toggle bolts
door-remote-switch-state-toggle-emergency-access = You switch the remote to toggle emergency access
Expand Down

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