Sort ghost warps (#6210)
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@@ -1,4 +1,6 @@
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using System.Collections.Generic;
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using System;
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using System.Collections.Generic;
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using System.Globalization;
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using Content.Shared.Ghost;
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using Robust.Client.AutoGenerated;
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using Robust.Client.UserInterface.Controls;
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@@ -34,11 +36,20 @@ namespace Content.Client.Ghost.UI
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private void AddButtonPlayers()
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{
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foreach (var (key, value) in Players)
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var sortedPlayers = new List<(string, EntityUid)>(Players.Count);
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foreach (var (key, player) in Players)
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{
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sortedPlayers.Add((player, key));
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}
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sortedPlayers.Sort((x, y) => string.Compare(x.Item1, y.Item1, StringComparison.Ordinal));
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foreach (var (key, player) in sortedPlayers)
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{
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var currentButtonRef = new Button
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{
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Text = value,
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Text = key,
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TextAlign = Label.AlignMode.Right,
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HorizontalAlignment = HAlignment.Center,
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VerticalAlignment = VAlignment.Center,
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@@ -49,7 +60,7 @@ namespace Content.Client.Ghost.UI
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currentButtonRef.OnPressed += (_) =>
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{
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var msg = new GhostWarpToTargetRequestEvent(key);
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var msg = new GhostWarpToTargetRequestEvent(player);
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_netManager.SendSystemNetworkMessage(msg);
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};
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@@ -59,7 +70,11 @@ namespace Content.Client.Ghost.UI
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private void AddButtonLocations()
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{
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foreach (var name in Locations)
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// Server COULD send these sorted but how about we just use the client to do it instead.
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var sortedLocations = new List<string>(Locations);
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sortedLocations.Sort((x, y) => string.Compare(x, y, StringComparison.Ordinal));
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foreach (var name in sortedLocations)
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{
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var currentButtonRef = new Button
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{
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