Files
tbd-station-14/Content.Server/UserInterface/ActivatableUIComponent.cs
c4llv07e 64bb8dbdd5 Add door electronics access configuration menu (#17778)
* Add door electronics configuration menu

* Use file-scoped namespaces

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Open door electronics configuration menu only with network configurator

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Doors will now try to move their AccessReaderComponent to their door electronics when the map is initialized

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Make the access list in the id card computer a separate control

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Fix merge conflict

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Remove DoorElectronics tag

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Integrate doors with #17927

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Move door electornics ui stuff to the right place

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Some review fixes

Signed-off-by: c4llv07e <kseandi@gmail.com>

* More fixes

Signed-off-by: c4llv07e <kseandi@gmail.com>

* review fix

Signed-off-by: c4llv07e <kseandi@gmail.com>

* move all accesses from airlock prototypes to door electronics

Signed-off-by: c4llv07e <kseandi@gmail.com>

* rework door electronics config access list

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Remove Linq from the door electronics user interface

* [WIP] Add EntityWhitelist to the activatable ui component

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Better interaction system

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Refactor

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Fix some door electronics not working without AccessReaderComponent

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Move AccessReaderComponent update code to the AccessReaderSystem

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Remove unnecesary newlines in the door access prototypes

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Remove unused variables in access level control

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Remove unnecessary method from the door electronics configuration menu

Signed-off-by: c4llv07e <kseandi@gmail.com>

* [WIP] change access type from string to ProtoId<AccessLevelPrototype>

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Remove unused methods

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Newline fix

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Restored to a functional state

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Fix access configurator not working with door electronics AccessReaderComponent

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Replace all string access fields with ProtoId

Signed-off-by: c4llv07e <kseandi@gmail.com>

* move access level control initialization into Populate method

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Review

---------

Signed-off-by: c4llv07e <kseandi@gmail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2024-04-01 17:06:13 +11:00

76 lines
2.6 KiB
C#

using Content.Shared.Whitelist;
using Robust.Server.GameObjects;
using Robust.Server.Player;
using Robust.Shared.Player;
using Robust.Shared.Serialization.TypeSerializers.Implementations;
namespace Content.Server.UserInterface
{
[RegisterComponent]
public sealed partial class ActivatableUIComponent : Component
{
[DataField(required: true, customTypeSerializer:typeof(EnumSerializer))]
public Enum? Key { get; set; }
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public bool InHandsOnly { get; set; } = false;
[DataField]
public bool SingleUser { get; set; } = false;
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public bool AdminOnly { get; set; } = false;
[DataField]
public LocId VerbText = "ui-verb-toggle-open";
/// <summary>
/// Whether you need a hand to operate this UI. The hand does not need to be free, you just need to have one.
/// </summary>
/// <remarks>
/// This should probably be true for most machines & computers, but there will still be UIs that represent a
/// more generic interaction / configuration that might not require hands.
/// </remarks>
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public bool RequireHands = true;
/// <summary>
/// Entities that are required to open this UI.
/// </summary>
[DataField("allowedItems")]
[ViewVariables(VVAccess.ReadWrite)]
public EntityWhitelist? AllowedItems = null;
/// <summary>
/// Whether you can activate this ui with activateinhand or not
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public bool RightClickOnly;
/// <summary>
/// Whether spectators (non-admin ghosts) should be allowed to view this UI.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public bool AllowSpectator = true;
/// <summary>
/// Whether the UI should close when the item is deselected due to a hand swap or drop
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public bool CloseOnHandDeselect = true;
/// <summary>
/// The client channel currently using the object, or null if there's none/not single user.
/// NOTE: DO NOT DIRECTLY SET, USE ActivatableUISystem.SetCurrentSingleUser
/// </summary>
[ViewVariables]
public ICommonSession? CurrentSingleUser;
}
}