Files
wwdpublic/Content.Server/Administration/UI/EditSolutionsEui.cs
SimpleStation14 40d05b8d11 Mirror: Enable multiple Solution Editor windows (#157)
## Mirror of PR #26005: [Enable multiple Solution Editor
windows](https://github.com/space-wizards/space-station-14/pull/26005)
from <img src="https://avatars.githubusercontent.com/u/10567778?v=4"
alt="space-wizards" width="22"/>
[space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14)

###### `0da09db99ac556e0efdce40268e60eb5a06a0694`

PR opened by <img
src="https://avatars.githubusercontent.com/u/83650252?v=4"
width="16"/><a href="https://github.com/SlamBamActionman">
SlamBamActionman</a> at 2024-03-11 17:16:10 UTC
PR merged by <img
src="https://avatars.githubusercontent.com/u/19864447?v=4"
width="16"/><a href="https://github.com/web-flow"> web-flow</a> at
2024-03-12 12:10:10 UTC

---

PR changed 2 files with 26 additions and 11 deletions.

The PR had the following labels:
- Status: Needs Review


---

<details open="true"><summary><h1>Original Body</h1></summary>

> <!-- Please read these guidelines before opening your PR:
https://docs.spacestation14.io/en/getting-started/pr-guideline -->
> <!-- The text between the arrows are comments - they will not be
visible on your PR. -->
> 
> ## About the PR
> <!-- What did you change in this PR? -->
> 
> Makes it so that you can have multiple debug Solution Editor/Add
Reagent windows open at once.
> 
> ## Why / Balance
> <!-- Why was it changed? Link any discussions or issues here. Please
discuss how this would affect game balance. -->
> 
> Admin request. Useful if you want to multitask editing multiple
solution containers and their contents.
> 
> ## Technical details
> <!-- If this is a code change, summarize at high level how your new
code works. This makes it easier to review. -->
> 
> Previously the open Solution Editor window was being tracked by a
Dictionary which mapped the window entity to a session ID. That
Dictionary instead uses a list of window entities mapped to the session
ID, allowing for multiple windows.
> 
> ## Media
> <!-- 
> PRs which make ingame changes (adding clothing, items, new features,
etc) are required to have media attached that showcase the changes.
> Small fixes/refactors are exempt.
> Any media may be used in SS14 progress reports, with clear credit
given.
> 
> If you're unsure whether your PR will require media, ask a maintainer.
> 
> Check the box below to confirm that you have in fact seen this (put an
X in the brackets, like [X]):
> -->
> 
>
![image](https://github.com/space-wizards/space-station-14/assets/83650252/d93b722f-d2a5-4523-8b39-fcdc0edc7175)
> 
> - [x] I have added screenshots/videos to this PR showcasing its
changes ingame, **or** this PR does not require an ingame showcase
> 
> ## Breaking changes
> <!--
> List any breaking changes, including namespace, public
class/method/field changes, prototype renames; and provide instructions
for fixing them. This will be pasted in #codebase-changes.
> -->
> 
> **Changelog**
> <!--
> Make players aware of new features and changes that could affect how
they play the game by adding a Changelog entry. Please read the
Changelog guidelines located at:
https://docs.spacestation14.io/en/getting-started/pr-guideline#changelog
> -->
> 
> no cl no fun


</details>

Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
2024-05-06 15:05:45 -04:00

64 lines
2.2 KiB
C#

using Content.Server.Administration.Systems;
using Content.Server.Chemistry.Containers.EntitySystems;
using Content.Server.EUI;
using Content.Shared.Administration;
using Content.Shared.Chemistry.Components.SolutionManager;
using Content.Shared.Eui;
using JetBrains.Annotations;
using Robust.Shared.Timing;
namespace Content.Server.Administration.UI
{
/// <summary>
/// Admin Eui for displaying and editing the reagents in a solution.
/// </summary>
[UsedImplicitly]
public sealed class EditSolutionsEui : BaseEui
{
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
private readonly SolutionContainerSystem _solutionContainerSystem = default!;
public readonly EntityUid Target;
public EditSolutionsEui(EntityUid entity)
{
IoCManager.InjectDependencies(this);
_solutionContainerSystem = _entityManager.System<SolutionContainerSystem>();
Target = entity;
}
public override void Opened()
{
base.Opened();
StateDirty();
}
public override void Closed()
{
base.Closed();
_entityManager.System<AdminVerbSystem>().OnEditSolutionsEuiClosed(Player, this);
}
public override EuiStateBase GetNewState()
{
List<(string Name, NetEntity Solution)>? netSolutions;
if (_entityManager.TryGetComponent(Target, out SolutionContainerManagerComponent? container) && container.Containers.Count > 0)
{
netSolutions = new();
foreach (var (name, solution) in _solutionContainerSystem.EnumerateSolutions((Target, container)))
{
if (name is null || !_entityManager.TryGetNetEntity(solution, out var netSolution))
continue;
netSolutions.Add((name, netSolution.Value));
}
}
else
netSolutions = null;
return new EditSolutionsEuiState(_entityManager.GetNetEntity(Target), netSolutions, _gameTiming.CurTick);
}
}
}