# 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
272 lines
10 KiB
C#
272 lines
10 KiB
C#
using System.Linq;
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using System.Numerics;
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using Content.Shared.Access;
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using Content.Shared.Access.Components;
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using Content.Shared.Roles;
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using Robust.Client.AutoGenerated;
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using Robust.Client.ResourceManagement;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Client.UserInterface.XAML;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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using static Content.Shared.Access.Components.IdCardConsoleComponent;
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namespace Content.Client.Access.UI
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{
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[GenerateTypedNameReferences]
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public sealed partial class IdCardConsoleWindow : DefaultWindow
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly ILogManager _logManager = default!;
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[Dependency] private readonly IResourceCache _resource = default!; //WD-EDIT
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[Dependency] private readonly IEntityManager _entityManager = default!; //WD-EDIT
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private readonly IdCardConsoleBoundUserInterface _owner;
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private AccessLevelControl _accessButtons = new();
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private readonly Dictionary<string, TextureButton> _jobIconButtons = new(); //WD-EDIT
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private readonly List<string> _jobPrototypeIds = new();
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private string? _lastFullName;
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private string? _lastJobTitle;
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private string? _lastJobProto;
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private string? _lastJobIcon; //WD-EDIT
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public IdCardConsoleWindow(
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IdCardConsoleBoundUserInterface owner,
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IPrototypeManager prototypeManager,
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List<ProtoId<AccessLevelPrototype>> accessLevels)
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{
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RobustXamlLoader.Load(this);
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IoCManager.InjectDependencies(this);
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_owner = owner;
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FullNameLineEdit.OnTextEntered += _ => SubmitData();
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FullNameLineEdit.OnTextChanged += _ =>
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{
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FullNameSaveButton.Disabled = FullNameSaveButton.Text == _lastFullName;
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};
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FullNameSaveButton.OnPressed += _ => SubmitData();
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JobTitleLineEdit.OnTextEntered += _ => SubmitData();
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JobTitleLineEdit.OnTextChanged += _ =>
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{
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JobTitleSaveButton.Disabled = JobTitleLineEdit.Text == _lastJobTitle;
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};
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JobTitleSaveButton.OnPressed += _ => SubmitData();
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var jobs = _prototypeManager.EnumeratePrototypes<JobPrototype>().ToList();
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jobs.Sort((x, y) => string.Compare(x.LocalizedName, y.LocalizedName, StringComparison.CurrentCulture));
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foreach (var job in jobs)
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{
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if (!job.OverrideConsoleVisibility.GetValueOrDefault(job.SetPreference))
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{
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continue;
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}
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_jobPrototypeIds.Add(job.ID);
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JobPresetOptionButton.AddItem(Loc.GetString(job.Name), _jobPrototypeIds.Count - 1);
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}
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JobPresetOptionButton.OnItemSelected += SelectJobPreset;
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_accessButtons.Populate(accessLevels, prototypeManager);
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AccessLevelControlContainer.AddChild(_accessButtons);
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foreach (var (id, button) in _accessButtons.ButtonsList)
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{
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button.OnPressed += _ => SubmitData();
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}
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//WD-EDIT
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if (!_entityManager.TryGetComponent<IdCardConsoleComponent>(owner.Owner, out var idConsoleComponent))
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return;
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var path = new ResPath("/Textures/Interface/Misc/job_icons.rsi");
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_resource.TryGetResource(path, out RSIResource? rsi);
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if (rsi == null)
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return;
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foreach (var jobIcon in idConsoleComponent.JobIcons)
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{
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var newButton = new TextureButton
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{
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TextureNormal = rsi.RSI.TryGetState(jobIcon, out var state) ? state.Frame0
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: rsi.RSI.TryGetState("CustomId", out var customState) ? customState.Frame0
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: null,
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Scale = new Vector2(5, 5)
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};
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_jobIconButtons.Add(jobIcon, newButton);
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newButton.OnPressed += _ =>
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{
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_lastJobIcon = "JobIcon" + jobIcon;
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SubmitData();
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};
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JobIconsGrid.AddChild(newButton);
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}
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//WD-EDIT
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}
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private void ClearAllAccess()
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{
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foreach (var button in _accessButtons.ButtonsList.Values)
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{
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if (button.Pressed)
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{
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button.Pressed = false;
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}
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}
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}
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private void SelectJobPreset(OptionButton.ItemSelectedEventArgs args)
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{
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if (!_prototypeManager.TryIndex(_jobPrototypeIds[args.Id], out JobPrototype? job))
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{
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return;
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}
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JobTitleLineEdit.Text = Loc.GetString(job.Name);
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args.Button.SelectId(args.Id);
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ClearAllAccess();
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// this is a sussy way to do this
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foreach (var access in job.Access)
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{
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if (_accessButtons.ButtonsList.TryGetValue(access, out var button) && !button.Disabled)
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{
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button.Pressed = true;
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}
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}
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foreach (var group in job.AccessGroups)
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{
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if (!_prototypeManager.TryIndex(group, out AccessGroupPrototype? groupPrototype))
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{
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continue;
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}
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foreach (var access in groupPrototype.Tags)
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{
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if (_accessButtons.ButtonsList.TryGetValue(access, out var button) && !button.Disabled)
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{
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button.Pressed = true;
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}
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}
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}
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_lastJobIcon = job.Icon;
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SubmitData();
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}
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public void UpdateState(IdCardConsoleBoundUserInterfaceState state)
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{
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PrivilegedIdButton.Text = state.IsPrivilegedIdPresent
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? Loc.GetString("id-card-console-window-eject-button")
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: Loc.GetString("id-card-console-window-insert-button");
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PrivilegedIdLabel.Text = state.PrivilegedIdName;
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TargetIdButton.Text = state.IsTargetIdPresent
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? Loc.GetString("id-card-console-window-eject-button")
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: Loc.GetString("id-card-console-window-insert-button");
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TargetIdLabel.Text = state.TargetIdName;
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var interfaceEnabled =
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state.IsPrivilegedIdPresent && state.IsPrivilegedIdAuthorized && state.IsTargetIdPresent;
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var fullNameDirty = _lastFullName != null && FullNameLineEdit.Text != state.TargetIdFullName;
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var jobTitleDirty = _lastJobTitle != null && JobTitleLineEdit.Text != state.TargetIdJobTitle;
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FullNameLabel.Modulate = interfaceEnabled ? Color.White : Color.Gray;
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FullNameLineEdit.Editable = interfaceEnabled;
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if (!fullNameDirty)
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{
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FullNameLineEdit.Text = state.TargetIdFullName ?? string.Empty;
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}
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FullNameSaveButton.Disabled = !interfaceEnabled || !fullNameDirty;
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JobTitleLabel.Modulate = interfaceEnabled ? Color.White : Color.Gray;
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JobTitleLineEdit.Editable = interfaceEnabled;
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if (!jobTitleDirty)
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{
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JobTitleLineEdit.Text = state.TargetIdJobTitle ?? string.Empty;
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}
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JobTitleSaveButton.Disabled = !interfaceEnabled || !jobTitleDirty;
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JobPresetOptionButton.Disabled = !interfaceEnabled;
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_accessButtons.UpdateState(state.TargetIdAccessList?.ToList() ??
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new List<ProtoId<AccessLevelPrototype>>(),
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state.AllowedModifyAccessList?.ToList() ??
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new List<ProtoId<AccessLevelPrototype>>());
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var jobIndex = _jobPrototypeIds.IndexOf(state.TargetIdJobPrototype);
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if (jobIndex >= 0)
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{
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JobPresetOptionButton.SelectId(jobIndex);
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}
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//WD-EDIT
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if (_resource.TryGetResource(new ResPath("/Textures/Interface/Misc/job_icons.rsi"), out RSIResource? rsi))
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{
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CurrentJobIcon.RemoveAllChildren();
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var newLabel = new Label
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{
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Text = "Текущая выбранная иконка для роли: "
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};
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CurrentJobIcon.AddChild(newLabel);
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var newIcon = new TextureRect
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{
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Texture = rsi.RSI.TryGetState(state.TargetIdJobIcon?.Replace("JobIcon", ""), out var iconState)
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? iconState.Frame0
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: rsi.RSI.TryGetState("CustomId", out var customState)
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? customState.Frame0
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: null,
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TextureScale = new Vector2(4, 4)
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};
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CurrentJobIcon.AddChild(newIcon);
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}
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foreach (var (jobIcon, button) in _jobIconButtons)
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{
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button.Disabled = !interfaceEnabled;
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button.Pressed = state.TargetIdJobIcon?.Contains(jobIcon) ?? false;
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}
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//WD-EDIT
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_lastFullName = state.TargetIdFullName;
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_lastJobTitle = state.TargetIdJobTitle;
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_lastJobProto = state.TargetIdJobPrototype;
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}
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private void SubmitData()
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{
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// Don't send this if it isn't dirty.
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var jobProtoDirty = _lastJobProto != null &&
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_jobPrototypeIds[JobPresetOptionButton.SelectedId] != _lastJobProto;
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_owner.SubmitData(
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FullNameLineEdit.Text,
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JobTitleLineEdit.Text,
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// Iterate over the buttons dictionary, filter by `Pressed`, only get key from the key/value pair
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_accessButtons.ButtonsList.Where(x => x.Value.Pressed).Select(x => x.Key).ToList(),
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jobProtoDirty ? _jobPrototypeIds[JobPresetOptionButton.SelectedId] : string.Empty,
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_lastJobIcon);
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}
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}
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}
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