Add HUD button that displays your SSS role and allies (#1895)
* Add button that displays your SSS role and allies * Capitalize button name * Add cases for 0, 1 and invalid number of allies * Make the ally syncing system saner
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@@ -0,0 +1,109 @@
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#nullable enable
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using System.Collections.Generic;
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using System.Linq;
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using Content.Client.UserInterface;
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using Content.Client.UserInterface.Suspicion;
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using Content.Shared.GameObjects.Components.Suspicion;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.IoC;
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using Robust.Shared.Players;
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namespace Content.Client.GameObjects.Components.Suspicion
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{
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[RegisterComponent]
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public class SuspicionRoleComponent : SharedSuspicionRoleComponent
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{
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[Dependency] private readonly IGameHud _gameHud = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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private SuspicionGui? _gui;
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private string? _role;
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private bool? _antagonist;
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public string? Role
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{
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get => _role;
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set
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{
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_role = value;
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_gui?.UpdateLabel();
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Dirty();
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}
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}
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public bool? Antagonist
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{
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get => _antagonist;
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set
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{
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_antagonist = value;
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_gui?.UpdateLabel();
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Dirty();
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}
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}
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public HashSet<IEntity> Allies { get; } = new HashSet<IEntity>();
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (!(curState is SuspicionRoleComponentState state))
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{
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return;
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}
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_role = state.Role;
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_antagonist = state.Antagonist;
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}
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public override void HandleMessage(ComponentMessage message, IComponent? component)
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{
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base.HandleMessage(message, component);
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switch (message)
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{
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case PlayerAttachedMsg _:
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if (_gui == null)
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{
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_gui = new SuspicionGui();
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}
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else
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{
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_gui.Parent?.RemoveChild(_gui);
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}
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_gameHud.SuspicionContainer.AddChild(_gui);
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_gui.UpdateLabel();
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break;
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case PlayerDetachedMsg _:
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_gui?.Parent?.RemoveChild(_gui);
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break;
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}
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}
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public override void HandleNetworkMessage(ComponentMessage message, INetChannel netChannel, ICommonSession? session = null)
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{
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base.HandleNetworkMessage(message, netChannel, session);
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switch (message)
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{
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case SuspicionAlliesMessage msg:
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Allies.Clear();
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Allies.UnionWith(msg.Allies.Select(_entityManager.GetEntity));
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break;
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}
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}
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public override void OnRemove()
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{
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base.OnRemove();
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_gui?.Dispose();
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}
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}
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}
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