Store what access levels are available on the IDCard console (#8259)

Might be better as an accessgroup instead? LMK
This commit is contained in:
metalgearsloth
2022-05-21 14:19:02 +10:00
committed by GitHub
parent a51c5df14d
commit f066ac2551
7 changed files with 102 additions and 10 deletions

View File

@@ -1,3 +1,5 @@
using Content.Client.Access.Components;
using Content.Shared.Access.Systems;
using Content.Shared.Containers.ItemSlots;
using Robust.Client.GameObjects;
using Robust.Shared.Prototypes;
@@ -19,8 +21,20 @@ namespace Content.Client.Access.UI
protected override void Open()
{
base.Open();
List<string> accessLevels;
_window = new IdCardConsoleWindow(this, _prototypeManager) {Title = _entityManager.GetComponent<MetaDataComponent>(Owner.Owner).EntityName};
if (_entityManager.TryGetComponent<IdCardConsoleComponent>(Owner.Owner, out var idCard))
{
accessLevels = idCard.AccessLevels;
accessLevels.Sort();
}
else
{
accessLevels = new List<string>();
Logger.ErrorS(SharedIdCardConsoleSystem.Sawmill, $"No IdCardConsole component found for {_entityManager.ToPrettyString(Owner.Owner)}!");
}
_window = new IdCardConsoleWindow(this, _prototypeManager, accessLevels) {Title = _entityManager.GetComponent<MetaDataComponent>(Owner.Owner).EntityName};
_window.PrivilegedIdButton.OnPressed += _ => SendMessage(new ItemSlotButtonPressedEvent(PrivilegedIdCardSlotId));
_window.TargetIdButton.OnPressed += _ => SendMessage(new ItemSlotButtonPressedEvent(TargetIdCardSlotId));