mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-02 17:17:25 +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...
279 lines
11 KiB
C#
279 lines
11 KiB
C#
using System.Linq;
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using System.Numerics;
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using Content.Client.Examine;
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using Content.Client.Hands.Systems;
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using Content.Client.Strip;
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using Content.Client.Stylesheets;
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using Content.Client.UserInterface.Controls;
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using Content.Client.UserInterface.Systems.Hands.Controls;
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using Content.Client.Verbs.UI;
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using Content.Shared.Cuffs;
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using Content.Shared.Cuffs.Components;
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using Content.Shared.Ensnaring.Components;
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using Content.Shared.Hands.Components;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Input;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory.VirtualItem;
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using Content.Shared.Strip.Components;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Client.Player;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared.Input;
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using Robust.Shared.Map;
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using static Content.Client.Inventory.ClientInventorySystem;
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using static Robust.Client.UserInterface.Control;
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namespace Content.Client.Inventory
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{
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[UsedImplicitly]
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public sealed class StrippableBoundUserInterface : BoundUserInterface
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{
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly IUserInterfaceManager _ui = default!;
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private readonly ExamineSystem _examine;
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private readonly HandsSystem _hands;
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private readonly InventorySystem _inv;
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private readonly SharedCuffableSystem _cuffable;
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private readonly StrippableSystem _strippable;
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[ViewVariables]
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private const int ButtonSeparation = 4;
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[ViewVariables]
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public const string HiddenPocketEntityId = "StrippingHiddenEntity";
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[ViewVariables]
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private StrippingMenu? _strippingMenu;
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[ViewVariables]
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private readonly EntityUid _virtualHiddenEntity;
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/// <summary>
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/// The current amount of added hand buttons.
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/// </summary>
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[ViewVariables]
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private int _handCount;
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/// <summary>
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/// The current shape of the inventory, needed to calculate the window size.
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/// </summary>
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[ViewVariables]
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private Vector2i _inventoryDimensions;
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public StrippableBoundUserInterface(EntityUid owner, Enum uiKey) : base(owner, uiKey)
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{
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_examine = EntMan.System<ExamineSystem>();
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_hands = EntMan.System<HandsSystem>();
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_inv = EntMan.System<InventorySystem>();
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_cuffable = EntMan.System<SharedCuffableSystem>();
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_strippable = EntMan.System<StrippableSystem>();
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_virtualHiddenEntity = EntMan.SpawnEntity(HiddenPocketEntityId, MapCoordinates.Nullspace);
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}
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protected override void Open()
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{
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base.Open();
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_strippingMenu = this.CreateWindowCenteredLeft<StrippingMenu>();
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_strippingMenu.OnDirty += UpdateMenu;
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_strippingMenu.Title = Loc.GetString("strippable-bound-user-interface-stripping-menu-title", ("ownerName", Identity.Name(Owner, EntMan)));
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}
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protected override void Dispose(bool disposing)
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{
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if (!disposing)
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return;
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if (_strippingMenu != null)
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_strippingMenu.OnDirty -= UpdateMenu;
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EntMan.DeleteEntity(_virtualHiddenEntity);
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base.Dispose(disposing);
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}
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public void DirtyMenu()
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{
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if (_strippingMenu != null)
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_strippingMenu.Dirty = true;
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}
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public void UpdateMenu()
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{
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if (_strippingMenu == null)
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return;
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_strippingMenu.ClearButtons();
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_handCount = 0;
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_inventoryDimensions = Vector2i.Zero;
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if (EntMan.TryGetComponent<InventoryComponent>(Owner, out var inv))
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{
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foreach (var slot in inv.Slots)
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{
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AddInventoryButton(Owner, slot.Name, inv);
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}
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}
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if (EntMan.TryGetComponent<HandsComponent>(Owner, out var handsComp) && handsComp.CanBeStripped)
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{
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// good ol hands shit code. there is a GuiHands comparer that does the same thing... but these are hands
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// and not gui hands... which are different...
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foreach (var (id, hand) in handsComp.Hands)
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{
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if (hand.Location != HandLocation.Right)
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continue;
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AddHandButton((Owner, handsComp), id, hand);
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}
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foreach (var (id, hand) in handsComp.Hands)
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{
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if (hand.Location != HandLocation.Middle)
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continue;
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AddHandButton((Owner, handsComp), id, hand);
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}
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foreach (var (id, hand) in handsComp.Hands)
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{
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if (hand.Location != HandLocation.Left)
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continue;
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AddHandButton((Owner, handsComp), id, hand);
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}
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}
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// snare-removal button. This is just the old button before the change to item slots. It is pretty out of place.
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if (EntMan.TryGetComponent<EnsnareableComponent>(Owner, out var snare) && snare.IsEnsnared)
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{
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var button = new Button()
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{
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Text = Loc.GetString("strippable-bound-user-interface-stripping-menu-ensnare-button"),
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StyleClasses = { StyleBase.ButtonOpenRight }
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};
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button.OnPressed += (_) => SendPredictedMessage(new StrippingEnsnareButtonPressed());
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_strippingMenu.SnareContainer.AddChild(button);
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}
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// TODO fix layout container measuring (its broken atm).
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// _strippingMenu.InvalidateMeasure();
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// _strippingMenu.Contents.Measure(Vector2Helpers.Infinity);
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// TODO allow windows to resize based on content's desired size
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// for now: shit-code
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// calculate the window size manually
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// +20 horizontally and vertically from the ContentsContainer margin
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// +16 vertically from the BoxContainer margin
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// +27 vertically from the window header
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var horizontalMenuSize = Math.Max(200, Math.Max(_handCount, _inventoryDimensions.X + 1) * (SlotControl.DefaultButtonSize + ButtonSeparation) + 20);
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var verticalMenuSize = Math.Max(200, (_inventoryDimensions.Y + (_handCount > 0 ? 2 : 1)) * (SlotControl.DefaultButtonSize + ButtonSeparation) + 53);
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if (snare?.IsEnsnared == true)
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verticalMenuSize += 20;
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_strippingMenu.SetSize = new Vector2(horizontalMenuSize, verticalMenuSize);
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}
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private void AddHandButton(Entity<HandsComponent> ent, string handId, Hand hand)
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{
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var button = new HandButton(handId, hand.Location);
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button.Pressed += SlotPressed;
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var heldEntity = _hands.GetHeldItem(ent.AsNullable(), handId);
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if (EntMan.TryGetComponent<VirtualItemComponent>(heldEntity, out var virt))
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{
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button.Blocked = true;
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if (EntMan.TryGetComponent<CuffableComponent>(Owner, out var cuff) && _cuffable.GetAllCuffs(cuff).Contains(virt.BlockingEntity))
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button.BlockedRect.MouseFilter = MouseFilterMode.Ignore;
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}
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UpdateEntityIcon(button, heldEntity);
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_strippingMenu!.HandsContainer.AddChild(button);
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LayoutContainer.SetPosition(button, new Vector2i(_handCount, 0) * (SlotControl.DefaultButtonSize + ButtonSeparation));
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_handCount++;
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}
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private void SlotPressed(GUIBoundKeyEventArgs ev, SlotControl slot)
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{
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// TODO: allow other interactions? Verbs? But they should then generate a pop-up and/or have a delay so the
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// user that is being stripped can prevent the verbs from being exectuted.
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// So for now: only stripping & examining
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if (ev.Function == EngineKeyFunctions.Use)
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{
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SendPredictedMessage(new StrippingSlotButtonPressed(slot.SlotName, slot is HandButton));
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return;
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}
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if (slot.Entity == null)
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return;
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if (ev.Function == ContentKeyFunctions.ExamineEntity)
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{
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_examine.DoExamine(slot.Entity.Value);
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ev.Handle();
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}
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else if (ev.Function == EngineKeyFunctions.UseSecondary)
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{
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_ui.GetUIController<VerbMenuUIController>().OpenVerbMenu(slot.Entity.Value);
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ev.Handle();
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}
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}
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private void AddInventoryButton(EntityUid invUid, string slotId, InventoryComponent inv)
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{
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if (!_inv.TryGetSlotContainer(invUid, slotId, out var container, out var slotDef, inv))
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return;
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var entity = container.ContainedEntity;
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// If this is a full pocket, obscure the real entity
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// this does not work for modified clients because they are still sent the real entity
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if (entity != null && _strippable.IsStripHidden(slotDef, _player.LocalEntity))
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entity = _virtualHiddenEntity;
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var button = new SlotButton(new SlotData(slotDef, container));
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button.Pressed += SlotPressed;
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_strippingMenu!.InventoryContainer.AddChild(button);
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UpdateEntityIcon(button, entity);
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LayoutContainer.SetPosition(button, slotDef.StrippingWindowPos * (SlotControl.DefaultButtonSize + ButtonSeparation));
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if (slotDef.StrippingWindowPos.X > _inventoryDimensions.X)
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_inventoryDimensions = new Vector2i(slotDef.StrippingWindowPos.X, _inventoryDimensions.Y);
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if (slotDef.StrippingWindowPos.Y > _inventoryDimensions.Y)
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_inventoryDimensions = new Vector2i(_inventoryDimensions.X, slotDef.StrippingWindowPos.Y);
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}
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private void UpdateEntityIcon(SlotControl button, EntityUid? entity)
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{
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// Hovering, highlighting & storage are features of general hands & inv GUIs. This UI just re-uses these because I'm lazy.
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button.ClearHover();
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button.StorageButton.Visible = false;
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if (entity == null)
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{
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button.SetEntity(null);
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return;
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}
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EntityUid? viewEnt;
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if (EntMan.TryGetComponent<VirtualItemComponent>(entity, out var virt))
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viewEnt = EntMan.HasComponent<SpriteComponent>(virt.BlockingEntity) ? virt.BlockingEntity : null;
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else if (EntMan.HasComponent<SpriteComponent>(entity))
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viewEnt = entity;
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else
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return;
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button.SetEntity(viewEnt);
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}
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}
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}
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