* serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
231 lines
6.9 KiB
C#
231 lines
6.9 KiB
C#
using System.Collections.Generic;
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using Content.Client.GameObjects.Components.Research;
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using Content.Shared.Materials;
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using Content.Shared.Research;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Client.Utility;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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namespace Content.Client.Research
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{
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public class LatheMenu : SS14Window
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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private readonly ItemList _items;
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private readonly ItemList _materials;
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private readonly LineEdit _amountLineEdit;
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private readonly LineEdit _searchBar;
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public Button QueueButton;
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public Button ServerConnectButton;
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public Button ServerSyncButton;
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public LatheBoundUserInterface Owner { get; set; }
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private readonly List<LatheRecipePrototype> _shownRecipes = new();
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public LatheMenu(LatheBoundUserInterface owner = null)
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{
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SetSize = MinSize = (300, 450);
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IoCManager.InjectDependencies(this);
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Owner = owner;
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Title = "Lathe Menu";
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var vBox = new VBoxContainer()
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{
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VerticalExpand = true,
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SeparationOverride = 5,
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};
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var hBoxButtons = new HBoxContainer()
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{
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HorizontalExpand = true,
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VerticalExpand = true,
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SizeFlagsStretchRatio = 1,
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};
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QueueButton = new Button()
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{
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Text = "Queue",
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TextAlign = Label.AlignMode.Center,
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SizeFlagsStretchRatio = 1,
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};
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ServerConnectButton = new Button()
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{
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Text = "Server list",
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TextAlign = Label.AlignMode.Center,
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SizeFlagsStretchRatio = 1,
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};
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ServerSyncButton = new Button()
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{
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Text = "Sync",
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TextAlign = Label.AlignMode.Center,
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SizeFlagsStretchRatio = 1,
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};
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var spacer = new Control()
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{
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HorizontalExpand = true,
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SizeFlagsStretchRatio = 3,
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};
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var hBoxFilter = new HBoxContainer()
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{
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HorizontalExpand = true,
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VerticalExpand = true,
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SizeFlagsStretchRatio = 1
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};
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_searchBar = new LineEdit()
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{
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PlaceHolder = "Search Designs",
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HorizontalExpand = true,
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SizeFlagsStretchRatio = 3
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};
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_searchBar.OnTextChanged += Populate;
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var filterButton = new Button()
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{
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Text = "Filter",
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TextAlign = Label.AlignMode.Center,
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SizeFlagsStretchRatio = 1,
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Disabled = true,
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};
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_items = new ItemList()
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{
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SizeFlagsStretchRatio = 8,
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VerticalExpand = true,
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SelectMode = ItemList.ItemListSelectMode.Button,
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};
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_items.OnItemSelected += ItemSelected;
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_amountLineEdit = new LineEdit()
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{
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PlaceHolder = "Amount",
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Text = "1",
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HorizontalExpand = true,
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};
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_amountLineEdit.OnTextChanged += PopulateDisabled;
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_materials = new ItemList()
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{
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VerticalExpand = true,
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SizeFlagsStretchRatio = 3
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};
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hBoxButtons.AddChild(spacer);
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if (Owner?.Database is ProtolatheDatabaseComponent database)
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{
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hBoxButtons.AddChild(ServerConnectButton);
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hBoxButtons.AddChild(ServerSyncButton);
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database.OnDatabaseUpdated += Populate;
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}
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hBoxButtons.AddChild(QueueButton);
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hBoxFilter.AddChild(_searchBar);
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hBoxFilter.AddChild(filterButton);
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vBox.AddChild(hBoxButtons);
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vBox.AddChild(hBoxFilter);
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vBox.AddChild(_items);
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vBox.AddChild(_amountLineEdit);
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vBox.AddChild(_materials);
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Contents.AddChild(vBox);
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}
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public void ItemSelected(ItemList.ItemListSelectedEventArgs args)
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{
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int.TryParse(_amountLineEdit.Text, out var quantity);
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if (quantity <= 0) quantity = 1;
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Owner.Queue(_shownRecipes[args.ItemIndex], quantity);
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}
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public void PopulateMaterials()
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{
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_materials.Clear();
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foreach (var (id, amount) in Owner.Storage)
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{
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if (!_prototypeManager.TryIndex(id, out MaterialPrototype materialPrototype)) continue;
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var material = materialPrototype;
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_materials.AddItem($"{material.Name} {amount} cm³", material.Icon.Frame0(), false);
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}
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}
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/// <summary>
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/// Disables or enables shown recipes depending on whether there are enough materials for it or not.
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/// </summary>
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public void PopulateDisabled()
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{
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int.TryParse(_amountLineEdit.Text, out var quantity);
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if (quantity <= 0) quantity = 1;
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for (var i = 0; i < _shownRecipes.Count; i++)
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{
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var prototype = _shownRecipes[i];
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_items[i].Disabled = !Owner.Lathe.CanProduce(prototype, quantity);
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}
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}
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/// <inheritdoc cref="PopulateDisabled()"/>
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public void PopulateDisabled(LineEdit.LineEditEventArgs args)
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{
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PopulateDisabled();
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}
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/// <summary>
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/// Adds shown recipes to the ItemList control.
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/// </summary>
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public void PopulateList()
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{
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_items.Clear();
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foreach (var prototype in _shownRecipes)
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{
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_items.AddItem(prototype.Name, prototype.Icon.Frame0());
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}
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PopulateDisabled();
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}
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/// <summary>
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/// Populates the list of recipes that will actually be shown, using the current filters.
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/// </summary>
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public void Populate()
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{
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_shownRecipes.Clear();
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foreach (var prototype in Owner.Database)
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{
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if (_searchBar.Text.Trim().Length != 0)
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{
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if (prototype.Name.ToLowerInvariant().Contains(_searchBar.Text.Trim().ToLowerInvariant()))
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_shownRecipes.Add(prototype);
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continue;
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}
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_shownRecipes.Add(prototype);
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}
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PopulateList();
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}
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/// <inheritdoc cref="Populate"/>
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public void Populate(LineEdit.LineEditEventArgs args)
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{
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Populate();
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}
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}
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}
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