Id[entity] 2.0 (real) (#9612)

* starter API

* network ID cards

* Port more stuff from old identity

* Re-implement identity representation + name updating

* move

* proper name returning for `IdentityName`

* move everything important to server, give in to  temptation

* shared / server / client split sadly. move ensure to shared and spawn to server

* identity update queueing + identityblocker

* fixes

* and just like that it's usable for admins

* huge identity pass

* pass dos

* jesus christ

* figs :D

* fuck u

* fix bad merge.

Co-authored-by: Moony <moonheart08@users.noreply.github.com>
This commit is contained in:
Kara
2022-07-10 18:36:53 -07:00
committed by GitHub
parent fb6586cdc6
commit 2d5ec7f85c
68 changed files with 668 additions and 188 deletions

View File

@@ -1,4 +1,8 @@
using Content.Client.Administration.Managers;
using Content.Shared.Administration;
using Content.Shared.IdentityManagement;
using Robust.Client.GameObjects;
using Robust.Client.Player;
using Robust.Client.UserInterface.Controls;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
@@ -11,6 +15,7 @@ namespace Content.Client.ContextMenu.UI
public const string StyleClassEntityMenuCountText = "contextMenuCount";
[Dependency] private IEntityManager _entityManager = default!;
[Dependency] private IPlayerManager _playerManager = default!;
/// <summary>
/// The entity that can be accessed by interacting with this element.
@@ -74,10 +79,12 @@ namespace Content.Client.ContextMenu.UI
EntityIcon.Sprite = _entityManager.GetComponentOrNull<ISpriteComponent>(entity);
if (UserInterfaceManager.DebugMonitors.Visible)
var admin = IoCManager.Resolve<IClientAdminManager>();
if (admin.HasFlag(AdminFlags.Admin | AdminFlags.Debug))
Text = _entityManager.ToPrettyString(entity.Value);
else
Text = _entityManager.GetComponent<MetaDataComponent>(entity.Value).EntityName;
Text = Identity.Name(entity.Value, _entityManager, _playerManager.LocalPlayer!.ControlledEntity!);
}
}
}