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