* Replace instances of SolutionContainerSystem with SharedSolutionContainerSystem * guap * More fixes * Wait you can do that? --------- Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
65 lines
2.2 KiB
C#
65 lines
2.2 KiB
C#
using Content.Server.Administration.Systems;
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using Content.Server.Chemistry.Containers.EntitySystems;
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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.SolutionManager;
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using Content.Shared.Eui;
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using Content.Shared.Chemistry.EntitySystems;
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using JetBrains.Annotations;
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using Robust.Shared.Timing;
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namespace Content.Server.Administration.UI
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{
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/// <summary>
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/// Admin Eui for displaying and editing the reagents in a solution.
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/// </summary>
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[UsedImplicitly]
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public sealed class EditSolutionsEui : BaseEui
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{
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!;
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public readonly EntityUid Target;
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public EditSolutionsEui(EntityUid entity)
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{
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IoCManager.InjectDependencies(this);
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_solutionContainerSystem = _entityManager.System<SharedSolutionContainerSystem>();
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Target = entity;
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}
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public override void Opened()
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{
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base.Opened();
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StateDirty();
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}
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public override void Closed()
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{
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base.Closed();
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_entityManager.System<AdminVerbSystem>().OnEditSolutionsEuiClosed(Player, this);
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}
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public override EuiStateBase GetNewState()
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{
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List<(string Name, NetEntity Solution)>? netSolutions;
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if (_entityManager.TryGetComponent(Target, out SolutionContainerManagerComponent? container) && container.Containers.Count > 0)
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{
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netSolutions = new();
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foreach (var (name, solution) in _solutionContainerSystem.EnumerateSolutions((Target, container)))
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{
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if (name is null || !_entityManager.TryGetNetEntity(solution, out var netSolution))
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continue;
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netSolutions.Add((name, netSolution.Value));
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}
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}
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else
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netSolutions = null;
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return new EditSolutionsEuiState(_entityManager.GetNetEntity(Target), netSolutions, _gameTiming.CurTick);
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}
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}
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}
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