Files
OldThink/Content.Shared/Access/Components/IdCardConsoleComponent.cs
Remuchi d2d501dbc0 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
2024-04-13 11:29:33 +07:00

187 lines
5.7 KiB
C#

using Content.Shared.Access.Systems;
using Content.Shared.Containers.ItemSlots;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
namespace Content.Shared.Access.Components;
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(SharedIdCardConsoleSystem))]
public sealed partial class IdCardConsoleComponent : Component
{
public const int MaxFullNameLength = 30;
public const int MaxJobTitleLength = 30;
public static string PrivilegedIdCardSlotId = "IdCardConsole-privilegedId";
public static string TargetIdCardSlotId = "IdCardConsole-targetId";
[DataField]
public ItemSlot PrivilegedIdSlot = new();
[DataField]
public ItemSlot TargetIdSlot = new();
[Serializable, NetSerializable]
public sealed class WriteToTargetIdMessage : BoundUserInterfaceMessage
{
public readonly string FullName;
public readonly string JobTitle;
public readonly List<ProtoId<AccessLevelPrototype>> AccessList;
public readonly ProtoId<AccessLevelPrototype> JobPrototype;
public readonly string? SelectedIcon; //WD-EDIT
public WriteToTargetIdMessage(string fullName, string jobTitle, List<ProtoId<AccessLevelPrototype>> accessList, ProtoId<AccessLevelPrototype> jobPrototype,
string? selectedIcon)
{
FullName = fullName;
JobTitle = jobTitle;
AccessList = accessList;
JobPrototype = jobPrototype;
SelectedIcon = selectedIcon;
}
}
// Put this on shared so we just send the state once in PVS range rather than every time the UI updates.
[DataField, AutoNetworkedField]
public List<ProtoId<AccessLevelPrototype>> AccessLevels = new()
{
"Armory",
"Atmospherics",
"Bar",
"Brig",
"Detective",
"Captain",
"Cargo",
"Chapel",
"Chemistry",
"ChiefEngineer",
"ChiefMedicalOfficer",
"Command",
"Cryogenics",
"Engineering",
"External",
"HeadOfPersonnel",
"HeadOfSecurity",
"Hydroponics",
"Janitor",
"Kitchen",
"Lawyer",
"Maintenance",
"Medical",
"Quartermaster",
"Research",
"ResearchDirector",
"Salvage",
"Security",
"Service",
"Theatre"
};
//WD-EDIT
[DataField("jobIcons")]
public List<string> JobIcons = new()
{
"AtmosphericTechnician",
"Bartender",
"Borg",
"Botanist",
"Boxer",
"Brigmedic",
"Captain",
"CargoTechnician",
"Chaplain",
"Chef",
"Chemist",
"ChiefEngineer",
"ChiefMedicalOfficer",
"Clown",
"CustomId",
"Detective",
"Geneticist",
"HeadOfPersonnel",
"HeadOfSecurity",
"Inspector",
"Janitor",
"Lawyer",
"Librarian",
"MedicalDoctor",
"MedicalIntern",
"Mime",
"Musician",
"Paramedic",
"Passenger",
"Psychologist",
"QuarterMaster",
"Reporter",
"ResearchAssistant",
"ResearchDirector",
"Roboticist",
"Scientist",
"SecurityCadet",
"SecurityOfficer",
"SeniorEngineer",
"SeniorOfficer",
"SeniorPhysician",
"SeniorResearcher",
"ServiceWorker",
"ShaftMiner",
"StationEngineer",
"TechnicalAssistant",
"Virologist",
"Visitor",
"Warden",
"Zookeeper"
};
// WD EDIT END
[Serializable, NetSerializable]
public sealed class IdCardConsoleBoundUserInterfaceState : BoundUserInterfaceState
{
public readonly string PrivilegedIdName;
public readonly bool IsPrivilegedIdPresent;
public readonly bool IsPrivilegedIdAuthorized;
public readonly bool IsTargetIdPresent;
public readonly string TargetIdName;
public readonly string? TargetIdFullName;
public readonly string? TargetIdJobTitle;
public readonly List<ProtoId<AccessLevelPrototype>>? TargetIdAccessList;
public readonly List<ProtoId<AccessLevelPrototype>>? AllowedModifyAccessList;
public readonly ProtoId<AccessLevelPrototype> TargetIdJobPrototype;
public readonly string? TargetIdJobIcon; //WD-EDIT
public IdCardConsoleBoundUserInterfaceState(
bool isPrivilegedIdPresent,
bool isPrivilegedIdAuthorized,
bool isTargetIdPresent,
string? targetIdFullName,
string? targetIdJobTitle,
List<ProtoId<AccessLevelPrototype>>? targetIdAccessList,
List<ProtoId<AccessLevelPrototype>>? allowedModifyAccessList,
ProtoId<AccessLevelPrototype> targetIdJobPrototype,
string privilegedIdName,
string targetIdName,
string? targetIdJobIcon) // #WD EDIT (targetIdJobIcon)
{
IsPrivilegedIdPresent = isPrivilegedIdPresent;
IsPrivilegedIdAuthorized = isPrivilegedIdAuthorized;
IsTargetIdPresent = isTargetIdPresent;
TargetIdFullName = targetIdFullName;
TargetIdJobTitle = targetIdJobTitle;
TargetIdAccessList = targetIdAccessList;
AllowedModifyAccessList = allowedModifyAccessList;
TargetIdJobPrototype = targetIdJobPrototype;
PrivilegedIdName = privilegedIdName;
TargetIdName = targetIdName;
TargetIdJobIcon = targetIdJobIcon; //WD-EDIT
}
}
[Serializable, NetSerializable]
public enum IdCardConsoleUiKey : byte
{
Key
}
}