CatStation/Content.Shared/Access/Systems/SharedJobStatusSystem.cs
āda d33e63a5a2
New Agent Id UI (#39769)
* icon group prototype

* prototype v2

* agent id uses groups

* working UI using groups

* UI work, new header

* formatting and misc work

* fix some texture scaling

* aesthetics

* tabs, scrollbar, MinSize

* commit

* commit

* commit

* commit

* Revert "commit"

This reverts commit 8f29ae30c69670c6dc8d5fba3dd6bd98f574830d.

* we're back

* well enough

* Final visuals for the Id (for now)

* code cleaning

* minor cleanup

* self review

* id card system changes

* try index -> resolve

* DisposeAllChildren -> RemoveAllChildren

* fix the id cards

* all pretty

* unneeded

* merge

* Review by Fildrance

* Review by Pok

* fix

* cleanup

* refactor: revert icon setsize changes back to good old '32', made container button be resizable for localization reasons

* jobIconGroup

---------

Co-authored-by: iaada <iaada@users.noreply.github.com>
Co-authored-by: Pok245 <113675512+Pok27@users.noreply.github.com>
Co-authored-by: Fildrance <fildrance@gmail.com>
2026-07-18 19:51:36 +00:00

78 lines
2.6 KiB
C#

using Content.Shared.Access.Components;
using Content.Shared.Hands;
using Content.Shared.Inventory.Events;
using Content.Shared.PDA;
using Content.Shared.StatusIcon;
using Content.Shared.StatusIcon.Components;
using Robust.Shared.Prototypes;
namespace Content.Shared.Access.Systems;
public abstract partial class SharedJobStatusSystem : EntitySystem
{
[Dependency] private AccessReaderSystem _accessReader = default!;
private static readonly ProtoId<JobIconPrototype> JobIconForNoId = "JobIconNoId";
public override void Initialize()
{
base.Initialize();
// if the mob picks up, drops or (un)equips a pda or Id card then update their crew status
SubscribeLocalEvent<JobStatusComponent, DidEquipEvent>((uid, comp, _) => UpdateStatus((uid, comp)));
SubscribeLocalEvent<JobStatusComponent, DidEquipHandEvent>((uid, comp, _) => UpdateStatus((uid, comp)));
SubscribeLocalEvent<JobStatusComponent, DidUnequipEvent>((uid, comp, _) => UpdateStatus((uid, comp)));
SubscribeLocalEvent<JobStatusComponent, DidUnequipHandEvent>((uid, comp, _) => UpdateStatus((uid, comp)));
}
/// <summary>
/// Updates this mob's job and crew status depending on their currently equipped or held pda or Id card.
/// </summary>
public void UpdateStatus(Entity<JobStatusComponent?> ent)
{
if (!Resolve(ent, ref ent.Comp, false))
return;
var iconId = JobIconForNoId;
if (_accessReader.FindAccessItemsInventory(ent.Owner, out var items))
{
foreach (var item in items)
{
// ID Card
if (TryComp<IdCardComponent>(item, out var id))
{
iconId = id.JobIcon;
break;
}
// PDA
if (TryComp<PdaComponent>(item, out var pda)
&& pda.ContainedId != null
&& TryComp(pda.ContainedId, out id))
{
iconId = id.JobIcon;
break;
}
}
}
ent.Comp.JobStatusIcon = iconId;
ent.Comp.IsCrew = ProtoMan.Index(iconId).IsCrewJob;
Dirty(ent);
}
/// <summary>
/// Updates the job status of the entity wearing/holding the given ID card.
/// </summary>
public void UpdateIdHolderStatus(EntityUid idCard)
{
var holder = Transform(idCard).ParentUid;
// ID is inside a PDA, ascend to whoever is wearing/holding the PDA.
if (HasComp<PdaComponent>(holder))
holder = Transform(holder).ParentUid;
UpdateStatus(holder);
}
}