mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-30 16:17:27 +00:00
* Apply patch https://github.com/moonheart08/space-station-14/compare/1777eea9a42a8bdbc4a865327bb9ef3e10fe57de..6b32bb2b148ef9d312b5332ccea4d8688694dba5 Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * make red squiggly line go away Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Add todo list Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Add palette to `TextureButton` Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Rename `PalettedButtonSheetlet` to `NTButtonSheetlet` and move useful methods to `ButtonSheetlet` Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * migrate `ContextMenu` styles Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Update todo Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * tweak NT colors * New stylesheet: `InterfaceStylesheet` & `InterfaceTooltipSheetlet` * Move inheritance of `IButtonConfig` to `NanotransenStylesheet.Buttons` * move `MenuButtonSheetlet` & actually implement `InterfaceStylesheet` correctly Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * tweak color & update todo Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * chat is this real (update chat palette) Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Update todo Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * `SmallButton` and remove some obsolete things from `StyleNano` Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * rename `StyleClasses` to `StyleClass` so `Stylesheets.Redux.StyleClasses` syntax is dead Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * replace `ButtonColorGreen` with `Positive` Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * `Placeholder` Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Examine popup buttons Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * move over more things & cleanup `StyleNano` more (under 1000 lines!!!!) Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Remove some more redundant stuff Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Undo style change for chat window Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * paper editing works now Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * `OptionButton` styles Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * `ListContainer`, move `DefaultWindow` styles (for now) & more cleanup Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * fix `ActionButton` not having highlighting Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * remove imports of `Robust.Client.UserInterface.StylesheetHelpers` & format Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * `ButtonBig` and more cleanup Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Move items inheriting from `ISheetletConfig` into their own directory Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Cleanup & move `Label` styles Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Action search box styles Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Moved, stuff is Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * rename `LabelSubtext` to `LabelSubText` & move more stuff (were almost there!!) Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * yap & move over MORE stuff (just like one thing left!!!) Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Change status classes to appropriate existing classes Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * remove remaining references to `StyleNano` Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Fix some hardcoding & broken code, `GetFromControl` Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Scrollbars! Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * chores Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * clean up `StyleClass.cs` Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * `ItemListSheetlet` refactor Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * more chores! Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Consistency w/ directory structure Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Move `MainMenuSheetlet` Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * `ColorPalette` Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * whoopsie Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Remove most sheet-specific sheetlets Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * fix warnings, cleanup, & fix scrollbar (this is why we fix warnings boys) Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * yap Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * MASSIVE resharper skill issue Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * actually use `ISheetletConfig` Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * have specific sheetlet be specific Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * `GetResourceOr` Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * cleanup & move / remove `IPalette`s Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * actually do specific stylesheets correctly & fix tooltips Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * cleanup & logging Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * Move `FontKind` and `FontKindExtensions` to their own files Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * rename `InterfaceStylesheet` to `SystemStylesheet` Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * change `ButtonHovered` etc to `PseudoHovered` etc Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * give the palettes fun names Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * `StyleSpace` is no more Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * It should compile now! I am now going to bed (fr) if it fails it fails Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * make squiggly red line go away Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> * add additional type restrictions to sheetlets * `CommonStylesheet` * minor cleanup * Make `GetSheetletRules` not horrible * wait this was duplicating style rules. oops! * move some sheetlets to their associated xamls * oh wait apparently that was important * review pass 1 * review pass 2 (font & color stuff) * review pass 3: remove unused stuff / filename fix * fix warnings & "replace cast with explicit variable type" * move `Palette` stuff to its own directory * tweak colors (they're different now that I actually fixed the OKlab thing) * review pass 4: little things * make window close button grey before hovering * refactor `HLine` to make it less terrible and allow it to be styled * fix `NanoHeading` (it's been broken for a while whoops) and cleanup hardcoding * band-aid missing references in `StyleNano` * move `StyleBox` generating functions out of `IButtonSheetlet` into `StyleBoxHelper` * remove dictionary field from `IStylesheetManager` * Add check for unloaded sheetlets * style tweaks to satisfy OCD * I somehow missed this: `Caution` styleclass replaced with `negative`, refactor `PowerChargeWindow` * tweak palettes for like the fourth time * construct `StyleNano` / `StyleSpace` in `StylesheetManager` and mark them as obsolete * rename `BackgroundPanel` classes for consistency * tweak window / `ListContainer` * oh right you use `///` not `/**` * font system is bad, make it temporary * acknowledge Divider funkyness * remove use of class `Disabled` * `ColorPalette` allow overriding colors with brace initialization * review pass again * tweak disabled button colors * `StatusPalette` tweaks * typo * Make squiggly red line go away * Delete `Redux` * Remove all references to `Redux` * make red less radioactive * Store stylesheet name inside stylesheet class * fix merge errors * use RT's Oklab support instead * shuffle around `StylesheetManager` fields * apply stylesheets based off `StylesheetComponent` * simplify `ColorPalette` construction * add todo for `SheetletConfigType` * `OptionButton` has a background color now * fix disabled buttons * sigh (red color palette fixed) * make `ItemList` use primary palette * Revert "apply stylesheets based off `StylesheetComponent`" This reverts commit c05b147da845f6e04ff33d1cbd91a18a92c676d7. * dead code removal * buttons are green when pressed (we need togglebuttons) --------- Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com> Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
274 lines
8.2 KiB
C#
274 lines
8.2 KiB
C#
using System.Linq;
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using Content.Client._DV.CustomObjectiveSummary; // DeltaV
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using Content.Client.CharacterInfo;
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using Content.Client.Gameplay;
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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.Character.Controls;
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using Content.Client.UserInterface.Systems.Character.Windows;
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using Content.Client.UserInterface.Systems.Objectives.Controls;
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using Content.Shared.Input;
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using Content.Shared.Mind;
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using Content.Shared.Mind.Components;
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using Content.Shared.Roles;
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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.Controllers;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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using static Content.Client.CharacterInfo.CharacterInfoSystem;
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using static Robust.Client.UserInterface.Controls.BaseButton;
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namespace Content.Client.UserInterface.Systems.Character;
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[UsedImplicitly]
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public sealed class CharacterUIController : UIController, IOnStateEntered<GameplayState>, IOnStateExited<GameplayState>, IOnSystemChanged<CharacterInfoSystem>
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{
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[Dependency] private readonly IEntityManager _ent = default!;
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly CustomObjectiveSummaryUIController _objective = default!; // DeltaV
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[UISystemDependency] private readonly CharacterInfoSystem _characterInfo = default!;
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[UISystemDependency] private readonly SpriteSystem _sprite = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeNetworkEvent<MindRoleTypeChangedEvent>(OnRoleTypeChanged);
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}
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private CharacterWindow? _window;
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private MenuButton? CharacterButton => UIManager.GetActiveUIWidgetOrNull<MenuBar.Widgets.GameTopMenuBar>()?.CharacterButton;
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public void OnStateEntered(GameplayState state)
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{
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DebugTools.Assert(_window == null);
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_window = UIManager.CreateWindow<CharacterWindow>();
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LayoutContainer.SetAnchorPreset(_window, LayoutContainer.LayoutPreset.CenterTop);
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_window.OnClose += DeactivateButton;
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_window.OnOpen += ActivateButton;
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CommandBinds.Builder
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.Bind(ContentKeyFunctions.OpenCharacterMenu,
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InputCmdHandler.FromDelegate(_ => ToggleWindow()))
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.Register<CharacterUIController>();
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}
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public void OnStateExited(GameplayState state)
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{
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if (_window != null)
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{
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_window.Close();
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_window = null;
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}
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CommandBinds.Unregister<CharacterUIController>();
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}
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public void OnSystemLoaded(CharacterInfoSystem system)
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{
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system.OnCharacterUpdate += CharacterUpdated;
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_player.LocalPlayerDetached += CharacterDetached;
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}
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public void OnSystemUnloaded(CharacterInfoSystem system)
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{
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system.OnCharacterUpdate -= CharacterUpdated;
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_player.LocalPlayerDetached -= CharacterDetached;
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}
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public void UnloadButton()
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{
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if (CharacterButton == null)
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{
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return;
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}
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CharacterButton.OnPressed -= CharacterButtonPressed;
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}
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public void LoadButton()
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{
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if (CharacterButton == null)
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{
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return;
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}
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CharacterButton.OnPressed += CharacterButtonPressed;
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}
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private void DeactivateButton()
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{
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if (CharacterButton == null)
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{
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return;
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}
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CharacterButton.Pressed = false;
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}
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private void ActivateButton()
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{
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if (CharacterButton == null)
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{
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return;
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}
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CharacterButton.Pressed = true;
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}
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private void CharacterUpdated(CharacterData data)
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{
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if (_window == null)
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{
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return;
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}
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var (entity, job, objectives, briefing, entityName) = data;
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_window.SpriteView.SetEntity(entity);
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UpdateRoleType();
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_window.NameLabel.Text = entityName;
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_window.SubText.Text = job;
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_window.Objectives.RemoveAllChildren();
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_window.ObjectivesLabel.Visible = objectives.Any();
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foreach (var (groupId, conditions) in objectives)
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{
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var objectiveControl = new CharacterObjectiveControl
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{
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Orientation = BoxContainer.LayoutOrientation.Vertical,
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Modulate = Color.Gray
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};
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var objectiveText = new FormattedMessage();
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objectiveText.TryAddMarkup(groupId, out _);
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var objectiveLabel = new RichTextLabel
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{
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StyleClasses = { StyleClass.TooltipTitle }
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};
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objectiveLabel.SetMessage(objectiveText);
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objectiveControl.AddChild(objectiveLabel);
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foreach (var condition in conditions)
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{
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var conditionControl = new ObjectiveConditionsControl();
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conditionControl.ProgressTexture.Texture = _sprite.Frame0(condition.Icon);
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conditionControl.ProgressTexture.Progress = condition.Progress;
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var titleMessage = new FormattedMessage();
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var descriptionMessage = new FormattedMessage();
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titleMessage.AddText(condition.Title);
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descriptionMessage.AddText(condition.Description);
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conditionControl.Title.SetMessage(titleMessage);
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conditionControl.Description.SetMessage(descriptionMessage);
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objectiveControl.AddChild(conditionControl);
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}
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_window.Objectives.AddChild(objectiveControl);
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}
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// Begin DeltaV Additions - Custom objective summary
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if (objectives.Count > 0)
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{
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var button = new Button
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{
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Text = Loc.GetString("custom-objective-button-text"),
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Margin = new Thickness(0, 10, 0, 10)
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};
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button.OnPressed += _ => _objective.OpenWindow();
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_window.Objectives.AddChild(button);
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}
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// End DeltaV Additions
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if (briefing != null)
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{
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var briefingControl = new ObjectiveBriefingControl();
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var text = new FormattedMessage();
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text.PushColor(Color.Yellow);
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text.AddText(briefing);
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briefingControl.Label.SetMessage(text);
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_window.Objectives.AddChild(briefingControl);
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}
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var controls = _characterInfo.GetCharacterInfoControls(entity);
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foreach (var control in controls)
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{
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_window.Objectives.AddChild(control);
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}
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_window.RolePlaceholder.Visible = briefing == null && !controls.Any() && !objectives.Any();
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}
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private void OnRoleTypeChanged(MindRoleTypeChangedEvent ev, EntitySessionEventArgs _)
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{
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UpdateRoleType();
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}
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private void UpdateRoleType()
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{
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if (_window == null || !_window.IsOpen)
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return;
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if (!_ent.TryGetComponent<MindContainerComponent>(_player.LocalEntity, out var container)
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|| container.Mind is null)
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return;
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if (!_ent.TryGetComponent<MindComponent>(container.Mind.Value, out var mind))
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return;
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if (!_prototypeManager.TryIndex(mind.RoleType, out var proto))
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Log.Error($"Player '{_player.LocalSession}' has invalid Role Type '{mind.RoleType}'. Displaying default instead");
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_window.RoleType.Text = Loc.GetString(proto?.Name ?? "role-type-crew-aligned-name");
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_window.RoleType.FontColorOverride = proto?.Color ?? Color.White;
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}
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private void CharacterDetached(EntityUid uid)
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{
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CloseWindow();
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}
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private void CharacterButtonPressed(ButtonEventArgs args)
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{
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ToggleWindow();
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}
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private void CloseWindow()
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{
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_window?.Close();
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}
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private void ToggleWindow()
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{
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if (_window == null)
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return;
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CharacterButton?.SetClickPressed(!_window.IsOpen);
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if (_window.IsOpen)
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{
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CloseWindow();
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}
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else
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{
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_characterInfo.RequestCharacterInfo();
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_window.Open();
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}
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}
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}
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