mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-30 16:17:27 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
218 lines
7.9 KiB
C#
218 lines
7.9 KiB
C#
using System.Linq;
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using Content.Client.Message;
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using Content.Client.UserInterface.ControlExtensions;
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using Content.Shared.Atmos.Prototypes;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Reaction;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.FixedPoint;
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using Content.Shared.Localizations;
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using JetBrains.Annotations;
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using Robust.Client.AutoGenerated;
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using Robust.Client.GameObjects;
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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.Graphics.RSI;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Client.Guidebook.Controls;
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[UsedImplicitly, GenerateTypedNameReferences]
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public sealed partial class GuideReagentReaction : BoxContainer, ISearchableControl
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{
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private static readonly ProtoId<MixingCategoryPrototype> DefaultMixingCategory = "DummyMix";
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private readonly IPrototypeManager _protoMan;
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public GuideReagentReaction(IPrototypeManager protoMan)
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{
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RobustXamlLoader.Load(this);
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_protoMan = protoMan;
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}
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public GuideReagentReaction(ReactionPrototype prototype, IPrototypeManager protoMan, IEntitySystemManager sysMan) : this(protoMan)
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{
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Container container = ReactantsContainer;
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SetReagents(prototype.Reactants, ref container, protoMan);
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Container productContainer = ProductsContainer;
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var products = new Dictionary<string, FixedPoint2>(prototype.Products);
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foreach (var (reagent, reactantProto) in prototype.Reactants)
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{
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if (reactantProto.Catalyst)
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products.Add(reagent, reactantProto.Amount);
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}
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SetReagents(products, ref productContainer, protoMan, false);
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var mixingCategories = new List<MixingCategoryPrototype>();
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if (prototype.MixingCategories != null)
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{
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foreach (var category in prototype.MixingCategories)
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{
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mixingCategories.Add(protoMan.Index(category));
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}
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}
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else
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{
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mixingCategories.Add(protoMan.Index(DefaultMixingCategory));
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}
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SetMixingCategory(mixingCategories, prototype, sysMan);
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}
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public GuideReagentReaction(EntityPrototype prototype,
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Solution solution,
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IReadOnlyList<ProtoId<MixingCategoryPrototype>> categories,
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IPrototypeManager protoMan,
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IEntitySystemManager sysMan) : this(protoMan)
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{
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var icon = sysMan.GetEntitySystem<SpriteSystem>().GetPrototypeIcon(prototype).GetFrame(RsiDirection.South, 0);
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var entContainer = new BoxContainer
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{
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Orientation = LayoutOrientation.Horizontal,
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HorizontalExpand = true,
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HorizontalAlignment = HAlignment.Center,
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Children =
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{
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new TextureRect
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{
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Texture = icon
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}
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}
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};
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var nameLabel = new RichTextLabel();
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nameLabel.SetMarkup(Loc.GetString("guidebook-reagent-sources-ent-wrapper", ("name", prototype.Name)));
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entContainer.AddChild(nameLabel);
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ReactantsContainer.AddChild(entContainer);
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Container productContainer = ProductsContainer;
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SetReagents(solution.Contents, ref productContainer, protoMan, false);
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SetMixingCategory(categories, null, sysMan);
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}
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public GuideReagentReaction(GasPrototype prototype,
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IReadOnlyList<ProtoId<MixingCategoryPrototype>> categories,
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IPrototypeManager protoMan,
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IEntitySystemManager sysMan) : this(protoMan)
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{
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var label = new RichTextLabel();
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label.SetMarkup(Loc.GetString("guidebook-reagent-sources-gas-wrapper",
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("name", Loc.GetString(prototype.Name).ToLower())));
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ReactantsContainer.Visible = true;
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ReactantsContainer.AddChild(label);
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if (prototype.Reagent != null)
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{
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var quantity = new Dictionary<string, FixedPoint2>
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{
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{ prototype.Reagent, FixedPoint2.New(0.21f) }
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};
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Container productContainer = ProductsContainer;
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SetReagents(quantity, ref productContainer, protoMan, false);
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}
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SetMixingCategory(categories, null, sysMan);
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}
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private void SetReagents(List<ReagentQuantity> reagents, ref Container container, IPrototypeManager protoMan, bool addLinks = true)
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{
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var amounts = new Dictionary<string, FixedPoint2>();
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foreach (var (reagent, quantity) in reagents)
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{
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amounts.Add(reagent.Prototype, quantity);
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}
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SetReagents(amounts, ref container, protoMan, addLinks);
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}
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private void SetReagents(
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Dictionary<string, ReactantPrototype> reactants,
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ref Container container,
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IPrototypeManager protoMan,
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bool addLinks = true)
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{
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var amounts = new Dictionary<string, FixedPoint2>();
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foreach (var (reagent, reactantPrototype) in reactants)
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{
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amounts.Add(reagent, reactantPrototype.Amount);
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}
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SetReagents(amounts, ref container, protoMan, addLinks);
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}
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[PublicAPI]
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private void SetReagents(
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Dictionary<ProtoId<MixingCategoryPrototype>, ReactantPrototype> reactants,
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ref Container container,
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IPrototypeManager protoMan,
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bool addLinks = true)
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{
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var amounts = new Dictionary<string, FixedPoint2>();
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foreach (var (reagent, reactantPrototype) in reactants)
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{
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amounts.Add(reagent, reactantPrototype.Amount);
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}
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SetReagents(amounts, ref container, protoMan, addLinks);
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}
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private void SetReagents(Dictionary<string, FixedPoint2> reagents, ref Container container, IPrototypeManager protoMan, bool addLinks = true)
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{
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foreach (var (product, amount) in reagents.OrderByDescending(p => p.Value))
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{
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var productProto = protoMan.Index<ReagentPrototype>(product);
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var msg = new FormattedMessage();
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msg.AddMarkupOrThrow(Loc.GetString("guidebook-reagent-recipes-reagent-display",
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("reagent", productProto.LocalizedName), ("ratio", amount)));
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var label = new GuidebookRichPrototypeLink();
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if (addLinks)
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label.LinkedPrototype = productProto;
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label.SetMessage(msg);
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container.AddChild(label);
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}
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container.Visible = true;
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}
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private void SetMixingCategory(IReadOnlyList<ProtoId<MixingCategoryPrototype>> mixingCategories, ReactionPrototype? prototype, IEntitySystemManager sysMan)
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{
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var foo = new List<MixingCategoryPrototype>();
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foreach (var cat in mixingCategories)
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{
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foo.Add(_protoMan.Index(cat));
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}
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SetMixingCategory(foo, prototype, sysMan);
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}
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private void SetMixingCategory(IReadOnlyList<MixingCategoryPrototype> mixingCategories, ReactionPrototype? prototype, IEntitySystemManager sysMan)
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{
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if (mixingCategories.Count == 0)
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return;
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// only use the first one for the icon.
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if (mixingCategories.First() is { } primaryCategory)
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{
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MixTexture.Texture = sysMan.GetEntitySystem<SpriteSystem>().Frame0(primaryCategory.Icon);
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}
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var mixingVerb = ContentLocalizationManager.FormatList(mixingCategories
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.Select(p => Loc.GetString(p.VerbText)).ToList());
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var minTemp = prototype?.MinimumTemperature ?? 0;
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var maxTemp = prototype?.MaximumTemperature ?? float.PositiveInfinity;
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var text = Loc.GetString("guidebook-reagent-recipes-mix-info",
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("verb", mixingVerb),
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("minTemp", minTemp),
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("maxTemp", maxTemp),
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("hasMax", !float.IsPositiveInfinity(maxTemp)));
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MixLabel.SetMarkup(text);
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}
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public bool CheckMatchesSearch(string query)
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{
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return this.ChildrenContainText(query);
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}
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public void SetHiddenState(bool state, string query)
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{
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Visible = CheckMatchesSearch(query) ? state : !state;
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}
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}
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