# 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
102 lines
3.1 KiB
C#
102 lines
3.1 KiB
C#
using System.Linq;
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using Content.Shared._White.ShitSilo;
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using Content.Shared.Materials;
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using Robust.Client.AutoGenerated;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.XAML;
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using Robust.Shared.Timing;
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namespace Content.Client.Materials.UI;
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/// <summary>
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/// This widget is one row in the lathe eject menu.
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/// </summary>
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[GenerateTypedNameReferences]
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public sealed partial class MaterialStorageControl : ScrollContainer
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{
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[Dependency] private readonly IEntityManager _entityManager = default!;
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private EntityUid? _owner;
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private Dictionary<string, int> _currentMaterials = new();
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public MaterialStorageControl()
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{
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RobustXamlLoader.Load(this);
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IoCManager.InjectDependencies(this);
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}
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public void SetOwner(EntityUid owner)
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{
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_owner = owner;
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}
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protected override void FrameUpdate(FrameEventArgs args)
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{
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base.FrameUpdate(args);
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if (_owner == null)
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return;
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if (_entityManager.Deleted(_owner) || !_entityManager.TryGetComponent<MaterialStorageComponent>(_owner, out var materialStorage))
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{
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_owner = null;
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return;
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}
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var gridStorage = _entityManager.TryGetComponent<TransformComponent>(_owner, out var transformComponent) &&
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_entityManager.HasComponent<BluespaceStorageComponent>(_owner) &&
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_entityManager.TryGetComponent<MaterialStorageComponent>(transformComponent.GridUid,
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out var materialStorageComponent) ? materialStorageComponent : null;
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materialStorage = gridStorage ?? materialStorage;
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var canEject = materialStorage.CanEjectStoredMaterials;
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var mats = materialStorage.Storage.Select(pair => (pair.Key.Id, pair.Value)).ToDictionary();
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if (_currentMaterials.Equals(mats))
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return;
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var missing = new List<string>();
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var extra = new List<string>();
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foreach (var (mat, amount) in mats)
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{
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if (!_currentMaterials.ContainsKey(mat) ||
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_currentMaterials[mat] == 0 && _currentMaterials[mat] != amount)
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missing.Add(mat);
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}
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foreach (var (mat, amount) in _currentMaterials)
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{
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if (!mats.ContainsKey(mat) || amount == 0)
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extra.Add(mat);
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}
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var children = new List<MaterialDisplay>();
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children.AddRange(MaterialList.Children.OfType<MaterialDisplay>());
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foreach (var display in children)
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{
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var mat = display.Material;
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if (extra.Contains(mat))
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{
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MaterialList.RemoveChild(display);
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continue;
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}
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if (!mats.TryGetValue(mat, out var newAmount))
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continue;
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display.UpdateVolume(newAmount);
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}
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foreach (var mat in missing)
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{
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var volume = mats[mat];
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MaterialList.AddChild(new MaterialDisplay(_owner.Value, mat, volume, canEject));
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}
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_currentMaterials = mats;
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NoMatsLabel.Visible = ChildCount == 1;
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}
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}
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