Add door electronics access configuration menu (#17778)

* Add door electronics configuration menu

* Use file-scoped namespaces

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Open door electronics configuration menu only with network configurator

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Doors will now try to move their AccessReaderComponent to their door electronics when the map is initialized

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Make the access list in the id card computer a separate control

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Fix merge conflict

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Remove DoorElectronics tag

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Integrate doors with #17927

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Move door electornics ui stuff to the right place

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Some review fixes

Signed-off-by: c4llv07e <kseandi@gmail.com>

* More fixes

Signed-off-by: c4llv07e <kseandi@gmail.com>

* review fix

Signed-off-by: c4llv07e <kseandi@gmail.com>

* move all accesses from airlock prototypes to door electronics

Signed-off-by: c4llv07e <kseandi@gmail.com>

* rework door electronics config access list

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Remove Linq from the door electronics user interface

* [WIP] Add EntityWhitelist to the activatable ui component

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Better interaction system

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Refactor

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Fix some door electronics not working without AccessReaderComponent

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Move AccessReaderComponent update code to the AccessReaderSystem

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Remove unnecesary newlines in the door access prototypes

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Remove unused variables in access level control

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Remove unnecessary method from the door electronics configuration menu

Signed-off-by: c4llv07e <kseandi@gmail.com>

* [WIP] change access type from string to ProtoId<AccessLevelPrototype>

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Remove unused methods

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Newline fix

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Restored to a functional state

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Fix access configurator not working with door electronics AccessReaderComponent

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Replace all string access fields with ProtoId

Signed-off-by: c4llv07e <kseandi@gmail.com>

* move access level control initialization into Populate method

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Review

---------

Signed-off-by: c4llv07e <kseandi@gmail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
c4llv07e
2024-04-01 09:06:13 +03:00
committed by GitHub
parent 72bdcac1e2
commit 64bb8dbdd5
40 changed files with 1079 additions and 532 deletions

View File

@@ -1,3 +1,6 @@
using Content.Shared.Whitelist;
using Robust.Server.GameObjects;
using Robust.Server.Player;
using Robust.Shared.Player;
using Robust.Shared.Serialization.TypeSerializers.Implementations;
@@ -34,12 +37,19 @@ namespace Content.Server.UserInterface
[DataField]
public bool RequireHands = true;
/// <summary>
/// Entities that are required to open this UI.
/// </summary>
[DataField("allowedItems")]
[ViewVariables(VVAccess.ReadWrite)]
public EntityWhitelist? AllowedItems = null;
/// <summary>
/// Whether you can activate this ui with activateinhand or not
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public bool rightClickOnly = false;
public bool RightClickOnly;
/// <summary>
/// Whether spectators (non-admin ghosts) should be allowed to view this UI.
@@ -63,4 +73,3 @@ namespace Content.Server.UserInterface
public ICommonSession? CurrentSingleUser;
}
}

View File

@@ -26,6 +26,7 @@ public sealed partial class ActivatableUISystem : EntitySystem
SubscribeLocalEvent<ActivatableUIComponent, ActivateInWorldEvent>(OnActivate);
SubscribeLocalEvent<ActivatableUIComponent, UseInHandEvent>(OnUseInHand);
SubscribeLocalEvent<ActivatableUIComponent, InteractUsingEvent>(OnInteractUsing);
SubscribeLocalEvent<ActivatableUIComponent, HandDeselectedEvent>(OnHandDeselected);
SubscribeLocalEvent<ActivatableUIComponent, GotUnequippedHandEvent>((uid, aui, _) => CloseAll(uid, aui));
// *THIS IS A BLATANT WORKAROUND!* RATIONALE: Microwaves need it
@@ -100,12 +101,20 @@ public sealed partial class ActivatableUISystem : EntitySystem
if (args.Handled)
return;
if (component.rightClickOnly)
if (component.RightClickOnly)
return;
args.Handled = InteractUI(args.User, uid, component);
}
private void OnInteractUsing(EntityUid uid, ActivatableUIComponent component, InteractUsingEvent args)
{
if (args.Handled) return;
if (component.AllowedItems == null) return;
if (!component.AllowedItems.IsValid(args.Used, EntityManager)) return;
args.Handled = InteractUI(args.User, uid, component);
}
private void OnParentChanged(EntityUid uid, ActivatableUIComponent aui, ref EntParentChangedMessage args)
{
CloseAll(uid, aui);