Files
tbd-station-14/Content.Server/Construction/Conditions/WirePanel.cs
20kdc f6d44be34f Activatable UI component (#5184)
* Transfer most Instrument UI logic to a new component, ActivatableUIComponent

* Move more ActivatableUIComponent stuff to ECS

* ActivatableUI component ignore on client

* ActivatableUI: Get rid of component interfaces where possible

* Add in adminOnly attribute for activatable UIs

This is so that porting #4926 to this will be easier

* Transition Solar Control Computer to ActivatableUI

* Move communications console to ActivatableUI

* Move cargo console to ActivatableUI

* Move ID card console to ActivatableUI

* ActivatableUI: Make things more amiable to entity tests adding components weirdly

* ActivatableUI: Use handling or lack thereof of events properly

* ActivatableUI: component dependency issue resolution stuffs

* ActivatableUISystem: Fix #5258

* More fixes because master did stuffo

* Check for HandDeselectedEvent again because otherwise active-hand check doesn't work

* Move just a bit more code into the system, introduce a workaround for #5258

* Purge the player status detection stuff

* Oh and some obsolete stuff too
2021-11-23 19:19:08 +01:00

58 lines
1.8 KiB
C#

using System.Collections.Generic;
using System.Threading.Tasks;
using Content.Server.WireHacking;
using Content.Shared.Construction;
using Content.Shared.Examine;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Utility;
namespace Content.Server.Construction.Conditions
{
[UsedImplicitly]
[DataDefinition]
public class WirePanel : IGraphCondition
{
[DataField("open")] public bool Open { get; private set; } = true;
public bool Condition(EntityUid uid, IEntityManager entityManager)
{
if (!entityManager.TryGetComponent(uid, out WiresComponent? wires))
return false;
return wires.IsPanelOpen == Open;
}
public bool DoExamine(ExaminedEvent args)
{
var entity = args.Examined;
if (!entity.TryGetComponent(out WiresComponent? wires)) return false;
switch (Open)
{
case true when !wires.IsPanelOpen:
args.PushMarkup(Loc.GetString("construction-examine-condition-wire-panel-open"));
return true;
case false when wires.IsPanelOpen:
args.PushMarkup(Loc.GetString("construction-examine-condition-wire-panel-close"));
return true;
}
return false;
}
public IEnumerable<ConstructionGuideEntry> GenerateGuideEntry()
{
yield return new ConstructionGuideEntry()
{
Localization = Open
? "construction-step-condition-wire-panel-open"
: "construction-step-condition-wire-panel-close"
};
}
}
}