* Initial Pass, Rev, Thief * Zombie initial pass * Rebase, Traitor * Nukeops, More overloads * Revert RevolutionaryRuleComponent * Use TryRoundStartAttempt, Rewrite nukie spawning * Comments, Add task scheduler to GameRuleSystem * Zombie initial testing done * Sort methods, rework GameRuleTask * Add CCVar, Initial testing continues * Might as well get rid of the obsolete logging * Oops, i dont know how to log apparently * Suggested formatting fixes * Suggested changes * Fix merge issues * Minor optimisation * Allowed thief to choose other antags * Review changes * Spawn items on floor first, then inserting * minor tweaks * Shift as much as possible to ProtoId<> * Remove unneeded * Add exclusive antag attribute * Fix merge issues * Minor formatting fix * Convert to struct * Cleanup * Review cleanup (need to test a lot) * Some fixes, (mostly) tested * oop * Pass tests (for real) --------- Co-authored-by: Rainfall <rainfey0+git@gmail.com> Co-authored-by: AJCM <AJCM@tutanota.com>
59 lines
1.7 KiB
C#
59 lines
1.7 KiB
C#
using Content.Shared.CCVar;
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using Content.Shared.Chat;
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using Content.Shared.NukeOps;
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using JetBrains.Annotations;
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using Robust.Shared.Configuration;
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using Robust.Shared.Timing;
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namespace Content.Client.NukeOps;
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[UsedImplicitly]
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public sealed class WarDeclaratorBoundUserInterface : BoundUserInterface
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{
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly ILocalizationManager _localizationManager = default!;
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[ViewVariables]
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private WarDeclaratorWindow? _window;
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public WarDeclaratorBoundUserInterface(EntityUid owner, Enum uiKey) : base(owner, uiKey) {}
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protected override void Open()
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{
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base.Open();
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_window = new WarDeclaratorWindow(_gameTiming, _localizationManager);
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if (State != null)
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UpdateState(State);
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_window.OpenCentered();
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_window.OnClose += Close;
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_window.OnActivated += OnWarDeclaratorActivated;
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}
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protected override void UpdateState(BoundUserInterfaceState state)
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{
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base.UpdateState(state);
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if (_window == null || state is not WarDeclaratorBoundUserInterfaceState cast)
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return;
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_window?.UpdateState(cast);
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}
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protected override void Dispose(bool disposing)
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{
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base.Dispose(disposing);
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if (disposing)
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_window?.Dispose();
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}
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private void OnWarDeclaratorActivated(string message)
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{
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var maxLength = _cfg.GetCVar(CCVars.ChatMaxAnnouncementLength);
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var msg = SharedChatSystem.SanitizeAnnouncement(message, maxLength);
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SendMessage(new WarDeclaratorActivateMessage(msg));
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}
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}
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