Files
tbd-station-14/Content.Client/Research/LatheMenu.cs
Paul Ritter 5c50b1f6ed Serialization v3 content PR (#3491)
* 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>
2021-03-05 01:08:38 +01:00

231 lines
6.9 KiB
C#

using System.Collections.Generic;
using Content.Client.GameObjects.Components.Research;
using Content.Shared.Materials;
using Content.Shared.Research;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.CustomControls;
using Robust.Client.Utility;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
namespace Content.Client.Research
{
public class LatheMenu : SS14Window
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
private readonly ItemList _items;
private readonly ItemList _materials;
private readonly LineEdit _amountLineEdit;
private readonly LineEdit _searchBar;
public Button QueueButton;
public Button ServerConnectButton;
public Button ServerSyncButton;
public LatheBoundUserInterface Owner { get; set; }
private readonly List<LatheRecipePrototype> _shownRecipes = new();
public LatheMenu(LatheBoundUserInterface owner = null)
{
SetSize = MinSize = (300, 450);
IoCManager.InjectDependencies(this);
Owner = owner;
Title = "Lathe Menu";
var vBox = new VBoxContainer()
{
VerticalExpand = true,
SeparationOverride = 5,
};
var hBoxButtons = new HBoxContainer()
{
HorizontalExpand = true,
VerticalExpand = true,
SizeFlagsStretchRatio = 1,
};
QueueButton = new Button()
{
Text = "Queue",
TextAlign = Label.AlignMode.Center,
SizeFlagsStretchRatio = 1,
};
ServerConnectButton = new Button()
{
Text = "Server list",
TextAlign = Label.AlignMode.Center,
SizeFlagsStretchRatio = 1,
};
ServerSyncButton = new Button()
{
Text = "Sync",
TextAlign = Label.AlignMode.Center,
SizeFlagsStretchRatio = 1,
};
var spacer = new Control()
{
HorizontalExpand = true,
SizeFlagsStretchRatio = 3,
};
var hBoxFilter = new HBoxContainer()
{
HorizontalExpand = true,
VerticalExpand = true,
SizeFlagsStretchRatio = 1
};
_searchBar = new LineEdit()
{
PlaceHolder = "Search Designs",
HorizontalExpand = true,
SizeFlagsStretchRatio = 3
};
_searchBar.OnTextChanged += Populate;
var filterButton = new Button()
{
Text = "Filter",
TextAlign = Label.AlignMode.Center,
SizeFlagsStretchRatio = 1,
Disabled = true,
};
_items = new ItemList()
{
SizeFlagsStretchRatio = 8,
VerticalExpand = true,
SelectMode = ItemList.ItemListSelectMode.Button,
};
_items.OnItemSelected += ItemSelected;
_amountLineEdit = new LineEdit()
{
PlaceHolder = "Amount",
Text = "1",
HorizontalExpand = true,
};
_amountLineEdit.OnTextChanged += PopulateDisabled;
_materials = new ItemList()
{
VerticalExpand = true,
SizeFlagsStretchRatio = 3
};
hBoxButtons.AddChild(spacer);
if (Owner?.Database is ProtolatheDatabaseComponent database)
{
hBoxButtons.AddChild(ServerConnectButton);
hBoxButtons.AddChild(ServerSyncButton);
database.OnDatabaseUpdated += Populate;
}
hBoxButtons.AddChild(QueueButton);
hBoxFilter.AddChild(_searchBar);
hBoxFilter.AddChild(filterButton);
vBox.AddChild(hBoxButtons);
vBox.AddChild(hBoxFilter);
vBox.AddChild(_items);
vBox.AddChild(_amountLineEdit);
vBox.AddChild(_materials);
Contents.AddChild(vBox);
}
public void ItemSelected(ItemList.ItemListSelectedEventArgs args)
{
int.TryParse(_amountLineEdit.Text, out var quantity);
if (quantity <= 0) quantity = 1;
Owner.Queue(_shownRecipes[args.ItemIndex], quantity);
}
public void PopulateMaterials()
{
_materials.Clear();
foreach (var (id, amount) in Owner.Storage)
{
if (!_prototypeManager.TryIndex(id, out MaterialPrototype materialPrototype)) continue;
var material = materialPrototype;
_materials.AddItem($"{material.Name} {amount} cm³", material.Icon.Frame0(), false);
}
}
/// <summary>
/// Disables or enables shown recipes depending on whether there are enough materials for it or not.
/// </summary>
public void PopulateDisabled()
{
int.TryParse(_amountLineEdit.Text, out var quantity);
if (quantity <= 0) quantity = 1;
for (var i = 0; i < _shownRecipes.Count; i++)
{
var prototype = _shownRecipes[i];
_items[i].Disabled = !Owner.Lathe.CanProduce(prototype, quantity);
}
}
/// <inheritdoc cref="PopulateDisabled()"/>
public void PopulateDisabled(LineEdit.LineEditEventArgs args)
{
PopulateDisabled();
}
/// <summary>
/// Adds shown recipes to the ItemList control.
/// </summary>
public void PopulateList()
{
_items.Clear();
foreach (var prototype in _shownRecipes)
{
_items.AddItem(prototype.Name, prototype.Icon.Frame0());
}
PopulateDisabled();
}
/// <summary>
/// Populates the list of recipes that will actually be shown, using the current filters.
/// </summary>
public void Populate()
{
_shownRecipes.Clear();
foreach (var prototype in Owner.Database)
{
if (_searchBar.Text.Trim().Length != 0)
{
if (prototype.Name.ToLowerInvariant().Contains(_searchBar.Text.Trim().ToLowerInvariant()))
_shownRecipes.Add(prototype);
continue;
}
_shownRecipes.Add(prototype);
}
PopulateList();
}
/// <inheritdoc cref="Populate"/>
public void Populate(LineEdit.LineEditEventArgs args)
{
Populate();
}
}
}