Wire hacking is now fancy.
1. new UI 2. wires are correctly randomized. 3. wires layouts are shared across machines in the same round.
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using System.Collections.Generic;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.ViewVariables;
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using static Content.Shared.GameObjects.Components.SharedWiresComponent;
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namespace Content.Server.GameObjects.EntitySystems
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{
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public class WireHackingSystem : EntitySystem
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{
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[ViewVariables] private readonly Dictionary<string, WireLayout> _layouts =
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new Dictionary<string, WireLayout>();
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public bool TryGetLayout(string id, out WireLayout layout)
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{
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return _layouts.TryGetValue(id, out layout);
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}
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public void AddLayout(string id, WireLayout layout)
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{
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_layouts.Add(id, layout);
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}
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public void ResetLayouts()
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{
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_layouts.Clear();
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}
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}
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public sealed class WireLayout
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{
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[ViewVariables] public IReadOnlyDictionary<object, WireData> Specifications { get; }
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public WireLayout(IReadOnlyDictionary<object, WireData> specifications)
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{
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Specifications = specifications;
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}
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public sealed class WireData
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{
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public WireLetter Letter { get; }
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public WireColor Color { get; }
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public int Position { get; }
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public WireData(WireLetter letter, WireColor color, int position)
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{
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Letter = letter;
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Color = color;
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Position = position;
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}
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}
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}
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}
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