Files
tbd-station-14/Content.Server/Administration/UI/AdminAddReagentEui.cs
Leon Friedrich 6cb58e608b ECS verbs and update context menu (#4594)
* 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
2021-10-04 20:29:03 -07:00

95 lines
3.1 KiB
C#

using Content.Server.Administration.Managers;
using Content.Server.EUI;
using Content.Shared.Administration;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.Components.SolutionManager;
using Content.Shared.Chemistry.EntitySystems;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Eui;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
namespace Content.Server.Administration.UI
{
public sealed class AdminAddReagentEui : BaseEui
{
private readonly IEntity _target;
[Dependency] private readonly IAdminManager _adminManager = default!;
public AdminAddReagentEui(IEntity target)
{
_target = target;
IoCManager.InjectDependencies(this);
}
public override void Opened()
{
StateDirty();
}
public override EuiStateBase GetNewState()
{
if (EntitySystem.Get<SolutionContainerSystem>()
.TryGetSolution(_target, "default", out var container))
{
return new AdminAddReagentEuiState
{
CurVolume = container.CurrentVolume,
MaxVolume = container.MaxVolume
};
}
return new AdminAddReagentEuiState
{
CurVolume = ReagentUnit.Zero,
MaxVolume = ReagentUnit.Zero
};
}
public override void HandleMessage(EuiMessageBase msg)
{
switch (msg)
{
case AdminAddReagentEuiMsg.Close:
Close();
break;
case AdminAddReagentEuiMsg.DoAdd doAdd:
// Double check that user wasn't de-adminned in the mean time...
// Or the target was deleted.
if (!_adminManager.HasAdminFlag(Player, AdminFlags.Fun) || _target.Deleted)
{
Close();
return;
}
var id = doAdd.ReagentId;
var amount = doAdd.Amount;
var solutionsSys = EntitySystem.Get<SolutionContainerSystem>();
if (_target.TryGetComponent(out InjectableSolutionComponent? injectable)
&& solutionsSys.TryGetSolution(_target, injectable.Name, out var targetSolution))
{
var solution = new Solution(id, amount);
solutionsSys.Inject(_target.Uid, targetSolution, solution);
}
else
{
//TODO decide how to find the solution
if (solutionsSys.TryGetSolution(_target, "default", out var solution))
{
solutionsSys.TryAddReagent(_target.Uid,solution, id, amount, out _);
}
}
StateDirty();
if (doAdd.CloseAfter)
Close();
break;
}
}
}
}