Merge remote-tracking branch 'upstream/master' into upstream

# Conflicts:
#	Content.Client/Access/AccessOverlay.cs
#	Content.Client/Access/UI/IdCardConsoleBoundUserInterface.cs
#	Content.Client/Access/UI/IdCardConsoleWindow.xaml
#	Content.Client/Access/UI/IdCardConsoleWindow.xaml.cs
#	Content.Client/Chemistry/UI/InjectorStatusControl.cs
#	Content.Client/StatusIcon/StatusIconOverlay.cs
#	Content.Client/Stylesheets/StyleNano.cs
#	Content.Client/UserInterface/Systems/Chat/ChatUIController.cs
#	Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml
#	Content.Server/Access/Systems/IdCardConsoleSystem.cs
#	Content.Server/Administration/Commands/AGhost.cs
#	Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs
#	Content.Server/Connection/ConnectionManager.cs
#	Content.Server/DeviceLinking/Systems/SignalTimerSystem.cs
#	Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs
#	Content.Server/GameTicking/GameTicker.RoundFlow.cs
#	Content.Server/GameTicking/GameTicker.Spawning.cs
#	Content.Server/Humanoid/Systems/HumanoidAppearanceSystem.cs
#	Content.Server/Resist/EscapeInventorySystem.cs
#	Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs
#	Content.Shared/Access/Components/IdCardConsoleComponent.cs
#	Content.Shared/Anomaly/SharedAnomalySystem.cs
#	Content.Shared/Bed/Sleep/SharedSleepingSystem.cs
#	Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs
#	Content.Shared/Lock/LockSystem.cs
#	Content.Shared/RCD/Systems/RCDSystem.cs
#	Content.Shared/Roles/JobPrototype.cs
#	Content.Shared/StatusIcon/StatusIconPrototype.cs
#	Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs
#	Resources/Audio/Machines/attributions.yml
#	Resources/Locale/en-US/rcd/components/rcd-component.ftl
#	Resources/Maps/reach.yml
#	Resources/Prototypes/Catalog/Cargo/cargo_vending.yml
#	Resources/Prototypes/Catalog/Fills/Lockers/heads.yml
#	Resources/Prototypes/Catalog/Fills/Lockers/security.yml
#	Resources/Prototypes/Catalog/ReagentDispensers/beverage.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/boozeomat.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/cola.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/lawdrobe.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/pwrgame.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/shamblersjuice.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/soda.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/spaceup.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/starkist.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml
#	Resources/Prototypes/DeviceLinking/sink_ports.yml
#	Resources/Prototypes/Entities/Clothing/Back/duffel.yml
#	Resources/Prototypes/Entities/Clothing/Belt/base_clothingbelt.yml
#	Resources/Prototypes/Entities/Clothing/Neck/misc.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/base_clothingouter.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/wintercoats.yml
#	Resources/Prototypes/Entities/Mobs/Customization/Markings/gauze.yml
#	Resources/Prototypes/Entities/Objects/Devices/Electronics/door.yml
#	Resources/Prototypes/Entities/Objects/Magic/books.yml
#	Resources/Prototypes/Entities/Objects/Materials/Sheets/glass.yml
#	Resources/Prototypes/Entities/Objects/Materials/Sheets/metal.yml
#	Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml
#	Resources/Prototypes/Entities/Objects/Misc/tiles.yml
#	Resources/Prototypes/Entities/Objects/Specific/Medical/morgue.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml
#	Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml
#	Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_assembly.yml
#	Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_structureairlocks.yml
#	Resources/Prototypes/Entities/Structures/Doors/Airlocks/highsec.yml
#	Resources/Prototypes/Entities/Structures/Doors/Firelocks/firelock.yml
#	Resources/Prototypes/Entities/Structures/Doors/Firelocks/frame.yml
#	Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml
#	Resources/Prototypes/Entities/Structures/Doors/SecretDoor/secret_door.yml
#	Resources/Prototypes/Entities/Structures/Doors/Windoors/assembly.yml
#	Resources/Prototypes/Entities/Structures/Lighting/base_lighting.yml
#	Resources/Prototypes/Entities/Structures/Machines/lathe.yml
#	Resources/Prototypes/Entities/Structures/Power/cable_terminal.yml
#	Resources/Prototypes/Entities/Structures/Storage/Tanks/base_structuretanks.yml
#	Resources/Prototypes/Entities/Structures/Walls/grille.yml
#	Resources/Prototypes/Recipes/Construction/Graphs/structures/shutter.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/improvised/flowercrown.yml
#	Resources/Prototypes/Recipes/Crafting/improvised.yml
#	Resources/Prototypes/Roles/Jobs/Security/detective.yml
#	Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml
#	Resources/Prototypes/Roles/Jobs/Security/security_officer.yml
#	Resources/Prototypes/Roles/Jobs/Security/warden.yml
#	Resources/Prototypes/StatusEffects/health.yml
#	Resources/Prototypes/Voice/speech_emotes.yml
#	Resources/Prototypes/lobbyscreens.yml
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/ERTSuits/ertchaplain.rsi/equipped-OUTERCLOTHING-body-slim.png
#	Resources/Textures/Decals/bricktile.rsi/white_box.png
#	Resources/Textures/Objects/Misc/books.rsi/meta.json
#	Resources/migration.yml
This commit is contained in:
Remuchi
2024-04-13 11:29:33 +07:00
918 changed files with 18886 additions and 12471 deletions

View File

@@ -2,7 +2,6 @@ using System.Linq;
using System.Numerics;
using Content.Shared.Access;
using Content.Shared.Access.Components;
using Content.Shared.Access.Systems;
using Content.Shared.Roles;
using Robust.Client.AutoGenerated;
using Robust.Client.ResourceManagement;
@@ -22,11 +21,10 @@ namespace Content.Client.Access.UI
[Dependency] private readonly ILogManager _logManager = default!;
[Dependency] private readonly IResourceCache _resource = default!; //WD-EDIT
[Dependency] private readonly IEntityManager _entityManager = default!; //WD-EDIT
private readonly ISawmill _logMill = default!;
private readonly IdCardConsoleBoundUserInterface _owner;
private readonly Dictionary<string, Button> _accessButtons = new();
private AccessLevelControl _accessButtons = new();
private readonly Dictionary<string, TextureButton> _jobIconButtons = new(); //WD-EDIT
private readonly List<string> _jobPrototypeIds = new();
@@ -42,7 +40,6 @@ namespace Content.Client.Access.UI
{
RobustXamlLoader.Load(this);
IoCManager.InjectDependencies(this);
_logMill = _logManager.GetSawmill(SharedIdCardConsoleSystem.Sawmill);
_owner = owner;
@@ -65,7 +62,6 @@ namespace Content.Client.Access.UI
var jobs = _prototypeManager.EnumeratePrototypes<JobPrototype>().ToList();
jobs.Sort((x, y) => string.Compare(x.LocalizedName, y.LocalizedName, StringComparison.CurrentCulture));
List<Button> buttonsToAdd = new();
foreach (var job in jobs)
{
if (!job.OverrideConsoleVisibility.GetValueOrDefault(job.SetPreference))
@@ -79,30 +75,12 @@ namespace Content.Client.Access.UI
JobPresetOptionButton.OnItemSelected += SelectJobPreset;
foreach (var access in accessLevels)
_accessButtons.Populate(accessLevels, prototypeManager);
AccessLevelControlContainer.AddChild(_accessButtons);
foreach (var (id, button) in _accessButtons.ButtonsList)
{
if (!prototypeManager.TryIndex(access, out var accessLevel))
{
_logMill.Error($"Unable to find accesslevel for {access}");
continue;
}
var newButton = new Button
{
Text = GetAccessLevelName(accessLevel),
ToggleMode = true
};
_accessButtons.Add(accessLevel.ID, newButton);
newButton.OnPressed += _ => SubmitData();
buttonsToAdd.Add(newButton);
}
buttonsToAdd.Sort((x, y) => string.Compare(x.Text, y.Text, StringComparison.Ordinal));
foreach (var button in buttonsToAdd)
{
AccessLevelGrid.AddChild(button);
button.OnPressed += _ => SubmitData();
}
//WD-EDIT
@@ -136,17 +114,9 @@ namespace Content.Client.Access.UI
//WD-EDIT
}
private static string GetAccessLevelName(AccessLevelPrototype prototype)
{
if (prototype.Name is { } name)
return Loc.GetString(name);
return prototype.ID;
}
private void ClearAllAccess()
{
foreach (var button in _accessButtons.Values)
foreach (var button in _accessButtons.ButtonsList.Values)
{
if (button.Pressed)
{
@@ -170,7 +140,7 @@ namespace Content.Client.Access.UI
// this is a sussy way to do this
foreach (var access in job.Access)
{
if (_accessButtons.TryGetValue(access, out var button) && !button.Disabled)
if (_accessButtons.ButtonsList.TryGetValue(access, out var button) && !button.Disabled)
{
button.Pressed = true;
}
@@ -185,7 +155,7 @@ namespace Content.Client.Access.UI
foreach (var access in groupPrototype.Tags)
{
if (_accessButtons.TryGetValue(access, out var button) && !button.Disabled)
if (_accessButtons.ButtonsList.TryGetValue(access, out var button) && !button.Disabled)
{
button.Pressed = true;
}
@@ -236,15 +206,10 @@ namespace Content.Client.Access.UI
JobPresetOptionButton.Disabled = !interfaceEnabled;
foreach (var (accessName, button) in _accessButtons)
{
button.Disabled = !interfaceEnabled;
if (!interfaceEnabled)
continue;
button.Pressed = state.TargetIdAccessList?.Contains(accessName) ?? false;
button.Disabled = !state.AllowedModifyAccessList?.Contains(accessName) ?? true;
}
_accessButtons.UpdateState(state.TargetIdAccessList?.ToList() ??
new List<ProtoId<AccessLevelPrototype>>(),
state.AllowedModifyAccessList?.ToList() ??
new List<ProtoId<AccessLevelPrototype>>());
var jobIndex = _jobPrototypeIds.IndexOf(state.TargetIdJobPrototype);
if (jobIndex >= 0)
@@ -298,7 +263,7 @@ namespace Content.Client.Access.UI
FullNameLineEdit.Text,
JobTitleLineEdit.Text,
// Iterate over the buttons dictionary, filter by `Pressed`, only get key from the key/value pair
_accessButtons.Where(x => x.Value.Pressed).Select(x => x.Key).ToList(),
_accessButtons.ButtonsList.Where(x => x.Value.Pressed).Select(x => x.Key).ToList(),
jobProtoDirty ? _jobPrototypeIds[JobPresetOptionButton.SelectedId] : string.Empty,
_lastJobIcon);
}