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# Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Ports https://github.com/space-wizards/space-station-14/pull/32294 Ports https://github.com/ss14-harmony/ss14-harmony/pull/310 (and everything needed for it to function) Early-merges https://github.com/space-wizards/space-station-14/pull/34302 Adds the ability for multiple central command maps that get randomly selected. Tested and works. --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 Several contributors - add: Added a new central command map that is randomly picked alongside the old one (thank you to Spanky from Harmony) - add: Added Advanced SMES for mappers. - add: Added the atmospheric network monitor for seeing what the temperature, moles, and pressure is on every pipe everywhere through a computer. - add: Nukie med bundle now contains a compact defibrillator. - add: Ported a better mapping editor. - add: Added the throngler plushie. - remove: Removed the Throngler as a possible loot spawn for gamble crates. --------- Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> (cherry picked from commit 9272f65b64392f66a7cd4fd7c84bb152dc93b65a)
249 lines
7.1 KiB
C#
249 lines
7.1 KiB
C#
using Content.Client.Administration.Managers;
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using Content.Client.Administration.Systems;
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using Content.Client.Administration.UI;
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using Content.Client.Administration.UI.Tabs.ObjectsTab;
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using Content.Client.Administration.UI.Tabs.PanicBunkerTab;
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using Content.Client.Administration.UI.Tabs.BabyJailTab;
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using Content.Client.Administration.UI.Tabs.PlayerTab;
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using Content.Client.Gameplay;
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using Content.Client.Lobby;
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using Content.Client.Mapping;
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using Content.Client.UserInterface.Controls;
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using Content.Client.Verbs.UI;
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using Content.Shared.Administration.Events;
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using Content.Shared.Input;
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using JetBrains.Annotations;
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using Robust.Client.Console;
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using Robust.Client.Input;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controllers;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared.Input;
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using Robust.Shared.Input.Binding;
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using static Robust.Client.UserInterface.Controls.BaseButton;
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namespace Content.Client.UserInterface.Systems.Admin;
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[UsedImplicitly]
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public sealed class AdminUIController : UIController,
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IOnStateEntered<GameplayState>,
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IOnStateEntered<LobbyState>,
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IOnStateEntered<MappingState>,
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IOnSystemChanged<AdminSystem>
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{
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[Dependency] private readonly IClientAdminManager _admin = default!;
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[Dependency] private readonly IClientConGroupController _conGroups = default!;
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[Dependency] private readonly IClientConsoleHost _conHost = default!;
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[Dependency] private readonly IInputManager _input = default!;
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[Dependency] private readonly VerbMenuUIController _verb = default!;
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private AdminMenuWindow? _window;
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private MenuButton? AdminButton => UIManager.GetActiveUIWidgetOrNull<MenuBar.Widgets.GameTopMenuBar>()?.AdminButton;
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private PanicBunkerStatus? _panicBunker;
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private BabyJailStatus? _babyJail;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeNetworkEvent<PanicBunkerChangedEvent>(OnPanicBunkerUpdated);
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SubscribeNetworkEvent<BabyJailChangedEvent>(OnBabyJailUpdated);
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}
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private void OnPanicBunkerUpdated(PanicBunkerChangedEvent msg, EntitySessionEventArgs args)
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{
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var showDialog = _panicBunker == null && msg.Status.Enabled;
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_panicBunker = msg.Status;
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_window?.PanicBunkerControl.UpdateStatus(msg.Status);
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if (showDialog)
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{
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UIManager.CreateWindow<PanicBunkerStatusWindow>().OpenCentered();
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}
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}
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private void OnBabyJailUpdated(BabyJailChangedEvent msg, EntitySessionEventArgs args)
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{
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var showDialog = _babyJail == null && msg.Status.Enabled;
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_babyJail = msg.Status;
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_window?.BabyJailControl.UpdateStatus(msg.Status);
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if (showDialog)
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{
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UIManager.CreateWindow<BabyJailStatusWindow>().OpenCentered();
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}
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}
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public void OnStateEntered(GameplayState state)
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{
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EnsureWindow();
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AdminStatusUpdated();
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}
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public void OnStateEntered(LobbyState state)
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{
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EnsureWindow();
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AdminStatusUpdated();
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}
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public void OnStateEntered(MappingState state)
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{
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EnsureWindow();
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AdminStatusUpdated();
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}
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public void OnSystemLoaded(AdminSystem system)
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{
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EnsureWindow();
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_admin.AdminStatusUpdated += AdminStatusUpdated;
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_input.SetInputCommand(ContentKeyFunctions.OpenAdminMenu,
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InputCmdHandler.FromDelegate(_ => Toggle()));
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}
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public void OnSystemUnloaded(AdminSystem system)
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{
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if (_window != null)
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_window.Dispose();
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_admin.AdminStatusUpdated -= AdminStatusUpdated;
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CommandBinds.Unregister<AdminUIController>();
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}
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private void EnsureWindow()
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{
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if (_window is { Disposed: false })
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return;
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if (_window?.Disposed ?? false)
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OnWindowDisposed();
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_window = UIManager.CreateWindow<AdminMenuWindow>();
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LayoutContainer.SetAnchorPreset(_window, LayoutContainer.LayoutPreset.Center);
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if (_panicBunker != null)
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_window.PanicBunkerControl.UpdateStatus(_panicBunker);
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/*
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* TODO: Remove baby jail code once a more mature gateway process is established. This code is only being issued as a stopgap to help with potential tiding in the immediate future.
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*/
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if (_babyJail != null)
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_window.BabyJailControl.UpdateStatus(_babyJail);
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_window.PlayerTabControl.OnEntryKeyBindDown += PlayerTabEntryKeyBindDown;
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_window.ObjectsTabControl.OnEntryKeyBindDown += ObjectsTabEntryKeyBindDown;
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_window.OnOpen += OnWindowOpen;
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_window.OnClose += OnWindowClosed;
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_window.OnDisposed += OnWindowDisposed;
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}
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public void UnloadButton()
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{
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if (AdminButton == null)
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{
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return;
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}
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AdminButton.OnPressed -= AdminButtonPressed;
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}
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public void LoadButton()
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{
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if (AdminButton == null)
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{
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return;
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}
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AdminButton.OnPressed += AdminButtonPressed;
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}
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private void OnWindowOpen()
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{
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AdminButton?.SetClickPressed(true);
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}
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private void OnWindowClosed()
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{
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AdminButton?.SetClickPressed(false);
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}
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private void OnWindowDisposed()
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{
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if (AdminButton != null)
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AdminButton.Pressed = false;
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if (_window == null)
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return;
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_window.PlayerTabControl.OnEntryKeyBindDown -= PlayerTabEntryKeyBindDown;
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_window.ObjectsTabControl.OnEntryKeyBindDown -= ObjectsTabEntryKeyBindDown;
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_window.OnOpen -= OnWindowOpen;
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_window.OnClose -= OnWindowClosed;
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_window.OnDisposed -= OnWindowDisposed;
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_window = null;
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}
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private void AdminStatusUpdated()
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{
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if (AdminButton != null)
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AdminButton.Visible = _conGroups.CanAdminMenu();
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}
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private void AdminButtonPressed(ButtonEventArgs args)
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{
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Toggle();
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}
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private void Toggle()
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{
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if (_window is {IsOpen: true})
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{
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_window.Close();
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}
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else if (_conGroups.CanAdminMenu())
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{
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_window?.Open();
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}
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}
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private void PlayerTabEntryKeyBindDown(GUIBoundKeyEventArgs args, ListData? data)
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{
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if (data is not PlayerListData {Info: var info})
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return;
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if (info.NetEntity == null)
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return;
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var entity = info.NetEntity.Value;
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var function = args.Function;
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if (function == EngineKeyFunctions.UIClick)
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_conHost.ExecuteCommand($"vv {entity}");
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else if (function == EngineKeyFunctions.UIRightClick)
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_verb.OpenVerbMenu(entity, true);
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else
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return;
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args.Handle();
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}
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private void ObjectsTabEntryKeyBindDown(GUIBoundKeyEventArgs args, ListData? data)
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{
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if (data is not ObjectsListData { Info: var info })
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return;
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var uid = info.Entity;
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var function = args.Function;
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if (function == EngineKeyFunctions.UIClick)
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_conHost.ExecuteCommand($"vv {uid}");
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else if (function == EngineKeyFunctions.UIRightClick)
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_verb.OpenVerbMenu(uid, true);
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else
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return;
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args.Handle();
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}
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}
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