* Make ghost roles collapsible * Save `BodyVisible` state of each `Collapsible` box * Make ghost role collapsible only when group has more than 1 role * Make it a little prettier * Make only ghost role buttons collapsible * Apply requested changes * Typo * Small cleanup * Store in list, instead of iterating * Make unique ids more unique * Move it out of the cycle * Make _collapsibleBoxes into dictionary and use key instead of Collapsible boxes names Added TODO. So after the problem will be fixed in `GhostRolesEui`, it should be mirrored and fixed here too. * Put TODO in GhostRolesEui. I guess Issue must be made for this * Use HashSet instead of Dictionary as suggested. Invert the HashSet, so being present means it uncollapsed I decided to invert HashSet to _uncollapsedStates, because players surely will have more collapsed buttons than opened, so we optimise memory usage a little bit. * Remove extra space from ghost roles window * Add buttons stretching. Size 3:1
122 lines
4.1 KiB
C#
122 lines
4.1 KiB
C#
using System.Linq;
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using Content.Client.Eui;
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using Content.Client.Players.PlayTimeTracking;
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using Content.Shared.Eui;
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using Content.Shared.Ghost.Roles;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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namespace Content.Client.UserInterface.Systems.Ghost.Controls.Roles
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{
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[UsedImplicitly]
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public sealed class GhostRolesEui : BaseEui
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{
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private readonly GhostRolesWindow _window;
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private GhostRoleRulesWindow? _windowRules = null;
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private uint _windowRulesId = 0;
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public GhostRolesEui()
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{
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_window = new GhostRolesWindow();
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_window.OnRoleRequestButtonClicked += info =>
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{
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_windowRules?.Close();
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if (info.Kind == GhostRoleKind.RaffleJoined)
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{
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SendMessage(new LeaveGhostRoleRaffleMessage(info.Identifier));
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return;
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}
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_windowRules = new GhostRoleRulesWindow(info.Rules, _ =>
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{
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SendMessage(new RequestGhostRoleMessage(info.Identifier));
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// if raffle role, close rules window on request, otherwise do
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// old behavior of waiting for the server to close it
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if (info.Kind != GhostRoleKind.FirstComeFirstServe)
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_windowRules?.Close();
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});
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_windowRulesId = info.Identifier;
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_windowRules.OnClose += () =>
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{
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_windowRules = null;
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};
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_windowRules.OpenCentered();
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};
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_window.OnRoleFollow += info =>
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{
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SendMessage(new FollowGhostRoleMessage(info.Identifier));
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};
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_window.OnClose += () =>
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{
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SendMessage(new CloseEuiMessage());
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};
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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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_window.OpenCentered();
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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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_window.Close();
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_windowRules?.Close();
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}
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public override void HandleState(EuiStateBase state)
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{
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base.HandleState(state);
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if (state is not GhostRolesEuiState ghostState)
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return;
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// We must save BodyVisible state, so all Collapsible boxes will not close
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// on adding new ghost role.
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// Save the current state of each Collapsible box being visible or not
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_window.SaveCollapsibleBoxesStates();
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// Clearing the container before adding new roles
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_window.ClearEntries();
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var entityManager = IoCManager.Resolve<IEntityManager>();
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var sysManager = entityManager.EntitySysManager;
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var spriteSystem = sysManager.GetEntitySystem<SpriteSystem>();
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var requirementsManager = IoCManager.Resolve<JobRequirementsManager>();
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// TODO: role.Requirements value doesn't work at all as an equality key, this must be fixed
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// Grouping roles
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var groupedRoles = ghostState.GhostRoles.GroupBy(
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role => (role.Name, role.Description, role.Requirements));
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// Add a new entry for each role group
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foreach (var group in groupedRoles)
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{
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var name = group.Key.Name;
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var description = group.Key.Description;
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var hasAccess = requirementsManager.CheckRoleRequirements(
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group.Key.Requirements,
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null,
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out var reason);
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// Adding a new role
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_window.AddEntry(name, description, hasAccess, reason, group, spriteSystem);
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}
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// Restore the Collapsible box state if it is saved
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_window.RestoreCollapsibleBoxesStates();
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// Close the rules window if it is no longer needed
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var closeRulesWindow = ghostState.GhostRoles.All(role => role.Identifier != _windowRulesId);
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if (closeRulesWindow)
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_windowRules?.Close();
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}
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}
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}
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