Make grinder use item slots (& misc eject-button changes) (#7197)
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@@ -1,18 +1,11 @@
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.Access.Systems;
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using Content.Server.Power.Components;
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using Content.Server.UserInterface;
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using Content.Shared.Access;
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using Content.Shared.Access.Components;
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using Content.Shared.Access.Systems;
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using Content.Shared.Containers.ItemSlots;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Prototypes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Access.Components
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{
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@@ -24,7 +17,6 @@ namespace Content.Server.Access.Components
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[Dependency] private readonly IEntityManager _entities = default!;
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[ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(IdCardConsoleUiKey.Key);
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[ViewVariables] private bool Powered => !_entities.TryGetComponent(Owner, out ApcPowerReceiverComponent? receiver) || receiver.Powered;
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protected override void Initialize()
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{
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@@ -48,17 +40,6 @@ namespace Content.Server.Access.Components
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switch (obj.Message)
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{
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case IdButtonPressedMessage msg:
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switch (msg.Button)
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{
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case UiButton.PrivilegedId:
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HandleIdButton(player, PrivilegedIdSlot);
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break;
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case UiButton.TargetId:
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HandleIdButton(player, TargetIdSlot);
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break;
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}
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break;
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case WriteToTargetIdMessage msg:
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TryWriteToTargetId(msg.FullName, msg.JobTitle, msg.AccessList);
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UpdateUserInterface();
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@@ -104,17 +85,6 @@ namespace Content.Server.Access.Components
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accessSystem.TrySetTags(targetIdEntity, newAccessList);
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}
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/// <summary>
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/// Called when one of the insert/remove ID buttons gets pressed.
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/// </summary>
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private void HandleIdButton(EntityUid user, ItemSlot slot)
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{
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if (slot.HasItem)
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EntitySystem.Get<ItemSlotsSystem>().TryEjectToHands(Owner, slot, user);
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else
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EntitySystem.Get<ItemSlotsSystem>().TryInsertFromHand(Owner, slot, user);
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}
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public void UpdateUserInterface()
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{
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if (!Initialized)
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