Convert almost all IActivate instances that open UIs to ActivatableUI (#7028)
* Chem master * Drone support for handhelds * Vending machines, scanners * Cloners, R&D computers * make research a little less sussy * Unfuck wires * PA control computer * Unfuck merge * Clean up git gore for good * Disposals * Microwaves * paper * Magic mirror * More vendors for drones * Solar computer whitelist * EFR review updates
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@@ -1,29 +1,22 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.Power.Components;
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using Content.Server.UserInterface;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Arcade;
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using Content.Shared.Interaction;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Random;
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namespace Content.Server.Arcade.Components
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{
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[RegisterComponent]
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[ComponentReference(typeof(IActivate))]
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public sealed class BlockGameArcadeComponent : Component, IActivate
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public sealed class BlockGameArcadeComponent : Component
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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private bool Powered => _entityManager.TryGetComponent<ApcPowerReceiverComponent>(Owner, out var powerReceiverComponent) && powerReceiverComponent.Powered;
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private BoundUserInterface? UserInterface => Owner.GetUIOrNull(BlockGameUiKey.Key);
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public bool Powered => _entityManager.TryGetComponent<ApcPowerReceiverComponent>(Owner, out var powerReceiverComponent) && powerReceiverComponent.Powered;
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public BoundUserInterface? UserInterface => Owner.GetUIOrNull(BlockGameUiKey.Key);
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private BlockGame? _game;
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@@ -44,19 +37,7 @@ namespace Content.Server.Arcade.Components
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}
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}
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void IActivate.Activate(ActivateEventArgs eventArgs)
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{
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if(!Powered || !IoCManager.Resolve<IEntityManager>().TryGetComponent(eventArgs.User, out ActorComponent? actor))
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return;
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UserInterface?.Toggle(actor.PlayerSession);
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if (UserInterface?.SessionHasOpen(actor.PlayerSession) == true)
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{
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RegisterPlayerSession(actor.PlayerSession);
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}
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}
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private void RegisterPlayerSession(IPlayerSession session)
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public void RegisterPlayerSession(IPlayerSession session)
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{
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if (_player == null) _player = session;
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else _spectators.Add(session);
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@@ -233,7 +214,7 @@ namespace Content.Server.Arcade.Components
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}
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private int _internalPoints;
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private BlockGameSystem.HighScorePlacement? _highScorePlacement = null;
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private ArcadeSystem.HighScorePlacement? _highScorePlacement = null;
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private void SendPointsUpdate()
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{
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@@ -292,13 +273,13 @@ namespace Content.Server.Arcade.Components
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private void SendHighscoreUpdate()
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{
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var entitySystem = EntitySystem.Get<BlockGameSystem>();
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var entitySystem = EntitySystem.Get<ArcadeSystem>();
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_component.UserInterface?.SendMessage(new BlockGameMessages.BlockGameHighScoreUpdateMessage(entitySystem.GetLocalHighscores(), entitySystem.GetGlobalHighscores()));
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}
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private void SendHighscoreUpdate(IPlayerSession session)
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{
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var entitySystem = EntitySystem.Get<BlockGameSystem>();
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var entitySystem = EntitySystem.Get<ArcadeSystem>();
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_component.UserInterface?.SendMessage(new BlockGameMessages.BlockGameHighScoreUpdateMessage(entitySystem.GetLocalHighscores(), entitySystem.GetGlobalHighscores()), session);
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}
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@@ -656,7 +637,7 @@ namespace Content.Server.Arcade.Components
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if (_component._player?.AttachedEntity is {Valid: true} playerEntity)
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{
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var blockGameSystem = EntitySystem.Get<BlockGameSystem>();
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var blockGameSystem = EntitySystem.Get<ArcadeSystem>();
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_highScorePlacement = blockGameSystem.RegisterHighScore(IoCManager.Resolve<IEntityManager>().GetComponent<MetaDataComponent>(playerEntity).EntityName, Points);
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SendHighscoreUpdate();
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