Moving PDA to ECS (#4538)
* Moved pen slot to separate component * Moved it all to more generic item slot class * Add sounds * Item slots now supports many slots * Some clean-up * Refactored slots a bit * Moving ID card out * Moving pda to system * Moving PDA owner to ECS * Moved PDA flashlight to separate component * Toggle lights work through events * Fixing UI * Moving uplink to separate component * Continue moving uplink to separate component * More cleaning * Removing pda shared * Nuked shared pda component * Fixed flashlight * Pen slot now showed in UI * Light toggle now shows correctly in UI * Small refactoring of item slots * Added contained entity * Fixed tests * Finished with PDA * Moving PDA uplink to separate window * Adding-removing uplink should show new button * Working on a better debug * Debug command to add uplink * Uplink send state to UI * Almost working UI * Uplink correcty updates when you buy-sell items * Ups * Moved localization to separate file * Minor fixes * Removed item slots methods events * Removed PDA owner name * Removed one uplink event * Deleted all uplink events * Removed flashlight events * Update Content.Shared/Traitor/Uplink/UplinkVisuals.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/Containers/ItemSlot/ItemSlotsSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/Containers/ItemSlot/ItemSlotsSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/GameTicking/Presets/PresetTraitorDeathMatch.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Item slots system review * Flashlight review * PDA to XAML * Move UplinkMenu to seperate class, fix WeightedColors methods * Move UI to XAML * Moved events to entity id * Address review * Removed uplink extensions * Minor fix * Moved item slots to shared * My bad Robust... * Fixed pda sound * Fixed pda tests * Fixed pda test again Co-authored-by: Alexander Evgrashin <evgrashin.adl@gmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Visne <vincefvanwijk@gmail.com>
This commit is contained in:
32
Content.Shared/Traitor/Uplink/UplinkAccount.cs
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32
Content.Shared/Traitor/Uplink/UplinkAccount.cs
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using Robust.Shared.GameObjects;
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using Robust.Shared.ViewVariables;
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using System;
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namespace Content.Shared.Traitor.Uplink
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{
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public class UplinkAccount
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{
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public event Action<UplinkAccount>? BalanceChanged;
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public EntityUid AccountHolder;
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private int _balance;
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[ViewVariables]
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public int Balance => _balance;
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public UplinkAccount(EntityUid uid, int startingBalance)
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{
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AccountHolder = uid;
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_balance = startingBalance;
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}
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public bool ModifyAccountBalance(int newBalance)
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{
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if (newBalance < 0)
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{
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return false;
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}
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_balance = newBalance;
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BalanceChanged?.Invoke(this);
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return true;
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}
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}
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}
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19
Content.Shared/Traitor/Uplink/UplinkAccountData.cs
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Content.Shared/Traitor/Uplink/UplinkAccountData.cs
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using System;
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namespace Content.Shared.Traitor.Uplink
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{
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[Serializable, NetSerializable]
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public class UplinkAccountData
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{
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public EntityUid? DataAccountHolder;
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public int DataBalance;
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public UplinkAccountData(EntityUid? dataAccountHolder, int dataBalance)
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{
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DataAccountHolder = dataAccountHolder;
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DataBalance = dataBalance;
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}
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}
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}
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38
Content.Shared/Traitor/Uplink/UplinkListingData.cs
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Content.Shared/Traitor/Uplink/UplinkListingData.cs
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using Content.Shared.PDA;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using System;
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namespace Content.Shared.Traitor.Uplink
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{
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[Serializable, NetSerializable]
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public class UplinkListingData : ComponentState, IEquatable<UplinkListingData>
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{
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public string ItemId;
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public int Price;
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public UplinkCategory Category;
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public string Description;
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public string ListingName;
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public UplinkListingData(string listingName, string itemId,
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int price, UplinkCategory category,
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string description)
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{
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ListingName = listingName;
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Price = price;
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Category = category;
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Description = description;
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ItemId = itemId;
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}
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public bool Equals(UplinkListingData? other)
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{
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if (other == null)
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{
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return false;
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}
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return ItemId == other.ItemId;
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}
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}
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}
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26
Content.Shared/Traitor/Uplink/UplinkMessagesUI.cs
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Content.Shared/Traitor/Uplink/UplinkMessagesUI.cs
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using System;
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namespace Content.Shared.Traitor.Uplink
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{
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[Serializable, NetSerializable]
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public sealed class UplinkBuyListingMessage : BoundUserInterfaceMessage
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{
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public string ItemId;
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public UplinkBuyListingMessage(string itemId)
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{
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ItemId = itemId;
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}
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}
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[Serializable, NetSerializable]
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public sealed class UplinkRequestUpdateInterfaceMessage : BoundUserInterfaceMessage
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{
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public UplinkRequestUpdateInterfaceMessage()
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{
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}
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}
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}
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16
Content.Shared/Traitor/Uplink/UplinkNetworkEvents.cs
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Content.Shared/Traitor/Uplink/UplinkNetworkEvents.cs
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using System;
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namespace Content.Shared.Traitor.Uplink
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{
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[Serializable, NetSerializable]
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public sealed class UplinkBuySuccessMessage : EntityEventArgs
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{
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}
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[Serializable, NetSerializable]
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public sealed class UplinkInsufficientFundsMessage : EntityEventArgs
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{
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}
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}
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19
Content.Shared/Traitor/Uplink/UplinkUpdateState.cs
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19
Content.Shared/Traitor/Uplink/UplinkUpdateState.cs
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using System;
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namespace Content.Shared.Traitor.Uplink
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{
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[Serializable, NetSerializable]
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public class UplinkUpdateState : BoundUserInterfaceState
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{
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public UplinkAccountData Account;
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public UplinkListingData[] Listings;
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public UplinkUpdateState(UplinkAccountData account, UplinkListingData[] listings)
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{
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Account = account;
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Listings = listings;
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}
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}
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}
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11
Content.Shared/Traitor/Uplink/UplinkVisuals.cs
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11
Content.Shared/Traitor/Uplink/UplinkVisuals.cs
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using Robust.Shared.Serialization;
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using System;
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namespace Content.Shared.Traitor.Uplink
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{
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[Serializable, NetSerializable]
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public enum UplinkUiKey : byte
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{
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Key
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}
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}
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