* Functioning ECS verbs Currently only ID card console works. * Changed verb types and allow ID card insertions * Verb GUI sorting and verb networking * More networking, and shared components * Clientside verbs work now. * Verb enums changed to bitmask flags * Verb Categories redo * Fix range check * GasTank Verb * Remove unnecessary bodypart verb * Buckle Verb * buckle & unbuckle verbs * Updated range checks * Item cabinet verbs * Add range user override * construction verb * Chemistry machine verbs * Climb Verb * Generalise pulled entity verbs * ViewVariables Verb * rejuvenate, delete, sentient, control verbs * Outfit verb * inrangeunoccluded and tubedirection verbs * attach-to verbs * remove unused verbs and move VV * Rename DebugVerbSystem * Ghost role and pointing verbs * Remove global verbs * Allow verbs to raise events * Changing categories and simplifying debug verbs * Add rotate and flip verbs * fix rejuvenate test * redo context menu * new Add Gas debug verb * Add Set Temperature debug verb * Uncuff verb * Disposal unit verbs * Add pickup verb * lock/unlock verb * Remove verb type, add specific verb events * rename verb messages -> events * Context menu displays verbs by interaction type * Updated context menu HandleMove previously, checked if entities moved 1 tile from click location. Now checks if entities moved out of view. Now you can actually right-click interact with yourself while walking! * Misc Verb menu GUI changes * Fix non-human/ghost verbs * Update types and categories * Allow non-ghost/human to open context menu * configuration verb * tagger verb * Morgue Verbs * Medical Scanner Verbs * Fix solution refactor merge issues * Fix context menu in-view check * Remove prepare GUI * Redo verb restrictions * Fix context menu UI * Disposal Verbs * Spill verb * Light verb * Hand Held light verb * power cell verbs * storage verbs and adding names to insert/eject * Pulling verb * Close context menu on verb execution * Strip verb * AmmoBox verb * fix pull verb * gun barrel verbs revolver verb energy weapon verbs Bolt action verb * Magazine gun barrel verbs * Add charger verbs * PDA verbs * Transfer amount verb * Add reagent verb * make alt-click use ECS verbs * Delete old verb files * Magboot verb * finalising tweaks * context menu visibility changes * code cleanup * Update AdminAddReagentUI.cs * Remove HasFlag * Consistent verb keys * Remove Linq, add comment * Fix in-inventory check * Update GUI text alignment and padding * Added close-menu option * Changed some "interaction" verbs to "activation" * Remove verb keys, use sorted sets * fix master merge * update some verb text * Undo Changes Remove some new verbs that can be added later undid some .ftl bugfixes, can and should be done separately * fix merge * Undo file rename * fix merge * Misc Cleanup * remove contraction * Fix keybinding issue * fix comment * merge fix * fix merge * fix merge * fix merge * fix merge * fix open-close verbs * adjust uncuff verb * fix merge and undo the renaming of SharedPullableComponent to PullableComponent. I'm tired of all of those merge conflicts
95 lines
3.1 KiB
C#
95 lines
3.1 KiB
C#
using Content.Server.Administration.Managers;
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using Content.Server.EUI;
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using Content.Shared.Administration;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Components.SolutionManager;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Eui;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.Administration.UI
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{
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public sealed class AdminAddReagentEui : BaseEui
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{
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private readonly IEntity _target;
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[Dependency] private readonly IAdminManager _adminManager = default!;
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public AdminAddReagentEui(IEntity target)
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{
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_target = target;
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IoCManager.InjectDependencies(this);
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}
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public override void Opened()
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{
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StateDirty();
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}
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public override EuiStateBase GetNewState()
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{
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if (EntitySystem.Get<SolutionContainerSystem>()
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.TryGetSolution(_target, "default", out var container))
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{
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return new AdminAddReagentEuiState
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{
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CurVolume = container.CurrentVolume,
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MaxVolume = container.MaxVolume
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};
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}
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return new AdminAddReagentEuiState
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{
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CurVolume = ReagentUnit.Zero,
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MaxVolume = ReagentUnit.Zero
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};
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}
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public override void HandleMessage(EuiMessageBase msg)
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{
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switch (msg)
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{
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case AdminAddReagentEuiMsg.Close:
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Close();
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break;
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case AdminAddReagentEuiMsg.DoAdd doAdd:
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// Double check that user wasn't de-adminned in the mean time...
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// Or the target was deleted.
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if (!_adminManager.HasAdminFlag(Player, AdminFlags.Fun) || _target.Deleted)
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{
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Close();
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return;
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}
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var id = doAdd.ReagentId;
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var amount = doAdd.Amount;
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var solutionsSys = EntitySystem.Get<SolutionContainerSystem>();
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if (_target.TryGetComponent(out InjectableSolutionComponent? injectable)
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&& solutionsSys.TryGetSolution(_target, injectable.Name, out var targetSolution))
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{
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var solution = new Solution(id, amount);
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solutionsSys.Inject(_target.Uid, targetSolution, solution);
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}
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else
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{
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//TODO decide how to find the solution
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if (solutionsSys.TryGetSolution(_target, "default", out var solution))
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{
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solutionsSys.TryAddReagent(_target.Uid,solution, id, amount, out _);
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}
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}
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StateDirty();
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if (doAdd.CloseAfter)
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Close();
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break;
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}
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}
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}
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}
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