mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-04 13:27:30 +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...
290 lines
9.7 KiB
C#
290 lines
9.7 KiB
C#
using Content.Shared.ActionBlocker;
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using Content.Shared.Administration.Managers;
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using Content.Shared.Ghost;
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using Content.Shared.Hands;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Popups;
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using Content.Shared.Verbs;
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using Content.Shared.Whitelist;
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using Robust.Shared.Utility;
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namespace Content.Shared.UserInterface;
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public sealed partial class ActivatableUISystem : EntitySystem
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{
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[Dependency] private readonly ISharedAdminManager _adminManager = default!;
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[Dependency] private readonly ActionBlockerSystem _blockerSystem = default!;
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[Dependency] private readonly SharedUserInterfaceSystem _uiSystem = default!;
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedHandsSystem _hands = default!;
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[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ActivatableUIComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<ActivatableUIComponent, UseInHandEvent>(OnUseInHand);
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SubscribeLocalEvent<ActivatableUIComponent, ActivateInWorldEvent>(OnActivate);
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SubscribeLocalEvent<ActivatableUIComponent, InteractUsingEvent>(OnInteractUsing);
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SubscribeLocalEvent<ActivatableUIComponent, HandDeselectedEvent>(OnHandDeselected);
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SubscribeLocalEvent<ActivatableUIComponent, GotUnequippedHandEvent>(OnHandUnequipped);
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SubscribeLocalEvent<ActivatableUIComponent, BoundUIClosedEvent>(OnUIClose);
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SubscribeLocalEvent<ActivatableUIComponent, GetVerbsEvent<ActivationVerb>>(GetActivationVerb);
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SubscribeLocalEvent<ActivatableUIComponent, GetVerbsEvent<Verb>>(GetVerb);
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SubscribeLocalEvent<UserInterfaceComponent, OpenUiActionEvent>(OnActionPerform);
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InitializePower();
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}
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private void OnStartup(Entity<ActivatableUIComponent> ent, ref ComponentStartup args)
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{
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if (ent.Comp.Key == null)
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{
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Log.Error($"Missing UI Key for entity: {ToPrettyString(ent)}");
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return;
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}
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// TODO BUI
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// set interaction range to zero to avoid constant range checks.
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//
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// if (ent.Comp.InHandsOnly && _uiSystem.TryGetInterfaceData(ent.Owner, ent.Comp.Key, out var data))
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// data.InteractionRange = 0;
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}
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private void OnActionPerform(EntityUid uid, UserInterfaceComponent component, OpenUiActionEvent args)
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{
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if (args.Handled || args.Key == null)
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return;
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args.Handled = _uiSystem.TryToggleUi(uid, args.Key, args.Performer);
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}
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private void GetActivationVerb(EntityUid uid, ActivatableUIComponent component, GetVerbsEvent<ActivationVerb> args)
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{
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if (component.VerbOnly || !ShouldAddVerb(uid, component, args))
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return;
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args.Verbs.Add(new ActivationVerb
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{
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Act = () => InteractUI(args.User, uid, component),
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Text = Loc.GetString(component.VerbText),
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// TODO VERB ICON find a better icon
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Icon = new SpriteSpecifier.Texture(new ResPath("/Textures/Interface/VerbIcons/settings.svg.192dpi.png")),
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});
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}
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private void GetVerb(EntityUid uid, ActivatableUIComponent component, GetVerbsEvent<Verb> args)
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{
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if (!component.VerbOnly || !ShouldAddVerb(uid, component, args))
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return;
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args.Verbs.Add(new Verb
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{
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Act = () => InteractUI(args.User, uid, component),
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Text = Loc.GetString(component.VerbText),
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// TODO VERB ICON find a better icon
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Icon = new SpriteSpecifier.Texture(new ResPath("/Textures/Interface/VerbIcons/settings.svg.192dpi.png")),
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});
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}
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private bool ShouldAddVerb<T>(EntityUid uid, ActivatableUIComponent component, GetVerbsEvent<T> args) where T : Verb
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{
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if (!args.CanAccess)
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return false;
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if (_whitelistSystem.IsWhitelistFail(component.RequiredItems, args.Using ?? default))
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return false;
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if (component.RequiresComplex)
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{
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if (args.Hands == null)
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return false;
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if (component.InHandsOnly)
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{
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if (!_hands.IsHolding((args.User, args.Hands), uid, out var hand ))
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return false;
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if (component.RequireActiveHand && args.Hands.ActiveHandId != hand)
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return false;
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}
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}
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return args.CanInteract || HasComp<GhostComponent>(args.User) && !component.BlockSpectators;
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}
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private void OnUseInHand(EntityUid uid, ActivatableUIComponent component, UseInHandEvent args)
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{
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if (args.Handled)
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return;
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if (component.VerbOnly)
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return;
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if (component.RequiredItems != null)
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return;
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args.Handled = InteractUI(args.User, uid, component);
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}
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private void OnActivate(EntityUid uid, ActivatableUIComponent component, ActivateInWorldEvent args)
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{
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if (args.Handled || !args.Complex)
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return;
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if (component.VerbOnly)
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return;
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if (component.RequiredItems != null)
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return;
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args.Handled = InteractUI(args.User, uid, component);
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}
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private void OnInteractUsing(EntityUid uid, ActivatableUIComponent component, InteractUsingEvent args)
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{
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if (args.Handled)
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return;
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if (component.VerbOnly)
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return;
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if (component.RequiredItems == null)
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return;
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if (_whitelistSystem.IsWhitelistFail(component.RequiredItems, args.Used))
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return;
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args.Handled = InteractUI(args.User, uid, component);
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}
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private void OnUIClose(EntityUid uid, ActivatableUIComponent component, BoundUIClosedEvent args)
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{
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var user = args.Actor;
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if (user != component.CurrentSingleUser)
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return;
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if (!Equals(args.UiKey, component.Key))
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return;
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SetCurrentSingleUser(uid, null, component);
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}
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private bool InteractUI(EntityUid user, EntityUid uiEntity, ActivatableUIComponent aui)
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{
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if (aui.Key == null || !_uiSystem.HasUi(uiEntity, aui.Key))
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return false;
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if (_uiSystem.IsUiOpen(uiEntity, aui.Key, user))
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{
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_uiSystem.CloseUi(uiEntity, aui.Key, user);
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return true;
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}
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if (!_blockerSystem.CanInteract(user, uiEntity) && (!HasComp<GhostComponent>(user) || aui.BlockSpectators))
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return false;
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if (aui.RequiresComplex)
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{
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if (!_blockerSystem.CanComplexInteract(user))
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return false;
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}
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if (aui.InHandsOnly)
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{
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if (!TryComp(user, out HandsComponent? hands))
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return false;
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if (!_hands.IsHolding((user, hands), uiEntity, out var hand))
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return false;
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if (aui.RequireActiveHand && hands.ActiveHandId != hand)
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return false;
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}
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if (aui.AdminOnly && !_adminManager.IsAdmin(user))
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return false;
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if (aui.SingleUser && aui.CurrentSingleUser != null && user != aui.CurrentSingleUser)
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{
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var message = Loc.GetString("machine-already-in-use", ("machine", uiEntity));
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_popupSystem.PopupClient(message, uiEntity, user);
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if (_uiSystem.IsUiOpen(uiEntity, aui.Key))
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return true;
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Log.Error($"Activatable UI has user without being opened? Entity: {ToPrettyString(uiEntity)}. User: {aui.CurrentSingleUser}, Key: {aui.Key}");
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}
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// If we've gotten this far, fire a cancellable event that indicates someone is about to activate this.
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// This is so that stuff can require further conditions (like power).
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var oae = new ActivatableUIOpenAttemptEvent(user);
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var uae = new UserOpenActivatableUIAttemptEvent(user, uiEntity);
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RaiseLocalEvent(user, uae);
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RaiseLocalEvent(uiEntity, oae);
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if (oae.Cancelled || uae.Cancelled)
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return false;
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// Give the UI an opportunity to prepare itself if it needs to do anything
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// before opening
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var bae = new BeforeActivatableUIOpenEvent(user);
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RaiseLocalEvent(uiEntity, bae);
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SetCurrentSingleUser(uiEntity, user, aui);
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_uiSystem.OpenUi(uiEntity, aui.Key, user);
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//Let the component know a user opened it so it can do whatever it needs to do
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var aae = new AfterActivatableUIOpenEvent(user, user);
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RaiseLocalEvent(uiEntity, aae);
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return true;
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}
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public void SetCurrentSingleUser(EntityUid uid, EntityUid? user, ActivatableUIComponent? aui = null)
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{
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if (!Resolve(uid, ref aui))
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return;
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if (!aui.SingleUser)
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return;
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aui.CurrentSingleUser = user;
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Dirty(uid, aui);
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RaiseLocalEvent(uid, new ActivatableUIPlayerChangedEvent());
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}
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public void CloseAll(EntityUid uid, ActivatableUIComponent? aui = null)
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{
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if (!Resolve(uid, ref aui, false))
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return;
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if (aui.Key == null)
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{
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Log.Error($"Encountered null key in activatable ui on entity {ToPrettyString(uid)}");
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return;
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}
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_uiSystem.CloseUi(uid, aui.Key);
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}
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private void OnHandDeselected(Entity<ActivatableUIComponent> ent, ref HandDeselectedEvent args)
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{
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if (ent.Comp.InHandsOnly && ent.Comp.RequireActiveHand)
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CloseAll(ent, ent);
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}
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private void OnHandUnequipped(Entity<ActivatableUIComponent> ent, ref GotUnequippedHandEvent args)
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{
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if (ent.Comp.InHandsOnly)
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CloseAll(ent, ent);
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}
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}
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