Syndicate locks are now selectable (#39532)
* Syndicate locks are now selectable * Minor tweaks * Make not syndicate themed * Address refview * review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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namespace Content.Shared.SelectableComponentAdder;
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/// <summary>
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/// Brings up a verb menu that allows players to select components that will get added to the item with this component.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class SelectableComponentAdderComponent : Component
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{
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/// <summary>
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/// List of verb -> components to add for that verb when selected basically!
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/// </summary>
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[DataField(required: true)]
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public List<ComponentAdderEntry> Entries = new();
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/// <summary>
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/// The amount of times players can make a selection and add a component. If null, there is no limit.
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/// </summary>
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[DataField, AutoNetworkedField]
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public int? Selections;
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/// <summary>
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/// The verb category name that will be used.
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/// </summary>
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[DataField, AutoNetworkedField]
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public LocId VerbCategoryName = "selectable-component-adder-category-name";
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}
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[DataDefinition]
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public sealed partial class ComponentAdderEntry
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{
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/// <summary>
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/// Name of the verb that will add the components in <see cref="ComponentsToAdd"/>.
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/// </summary>
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[DataField(required: true)]
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public LocId VerbName;
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/// <summary>
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/// Popup to show when this option is selected.
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/// </summary>
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[DataField(required: true)]
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public LocId? Popup;
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/// <summary>
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/// List of all the components that will get added when the verb is selected.
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/// </summary>
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[DataField(required: true)]
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public ComponentRegistry? ComponentsToAdd;
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/// <summary>
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/// The type of behavior that occurs when the component(s) already exist on the entity.
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/// </summary>
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[DataField]
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public ComponentExistsSetting ComponentExistsBehavior = ComponentExistsSetting.Skip;
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/// <summary>
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/// The priorty of the verb in the list
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/// </summary>
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[DataField]
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public int Priority;
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}
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[Serializable, NetSerializable]
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public enum ComponentExistsSetting : byte
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{
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// If one of the components exist, skip adding it and continue adding the rest.
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// If all components already exist, disable the verb.
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Skip = 0,
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// If a component already exists, replace it with the new one.
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// The verb is always enabled.
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Replace = 1,
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// Disable the verb if any one of the components already exists.
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Block = 2,
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}
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