fish-station/Content.Client/Administration/UI/ManageSolutions/EditSolutionsWindow.xaml.cs
Vigers Ray 939076ff99 Merge remote-tracking branch 'space-wizards/master'
# Conflicts:
#	.github/CODEOWNERS
#	.github/workflows/publish.yml
#	Content.Client/Administration/UI/BanPanel/BanPanel.xaml
#	Content.Client/Administration/UI/BanPanel/BanPanel.xaml.cs
#	Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTabEntry.xaml.cs
#	Content.Client/Entry/EntryPoint.cs
#	Content.Client/Hands/Systems/HandsSystem.cs
#	Content.Client/Humanoid/HumanoidAppearanceSystem.cs
#	Content.Client/Humanoid/SingleMarkingPicker.xaml.cs
#	Content.Client/IoC/ClientContentIoC.cs
#	Content.Client/Lobby/LobbyState.cs
#	Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs
#	Content.Client/Lobby/UI/Loadouts/LoadoutGroupContainer.xaml.cs
#	Content.Client/Lobby/UI/LobbyGui.xaml
#	Content.Client/NetworkConfigurator/NetworkConfiguratorConfigurationMenu.xaml
#	Content.Client/Options/UI/EscapeMenu.xaml
#	Content.Client/Stealth/StealthSystem.cs
#	Content.Client/SurveillanceCamera/UI/SurveillanceCameraMonitorWindow.xaml.cs
#	Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml.cs
#	Content.Client/UserInterface/Systems/Emotes/EmotesUIController.cs
#	Content.Client/Weapons/Ranged/Systems/GunSystem.cs
#	Content.IntegrationTests/Tests/Commands/SuicideCommandTests.cs
#	Content.IntegrationTests/Tests/Damageable/DamageableTest.cs
#	Content.IntegrationTests/Tests/PostMapInitTest.cs
#	Content.Server/Administration/Commands/AdminWhoCommand.cs
#	Content.Server/Administration/Commands/PardonCommand.cs
#	Content.Server/Administration/Commands/RoleUnbanCommand.cs
#	Content.Server/Administration/Commands/SetOutfitCommand.cs
#	Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs
#	Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs
#	Content.Server/AlertLevel/Commands/SetAlertLevelCommand.cs
#	Content.Server/Body/Components/BloodstreamComponent.cs
#	Content.Server/Body/Systems/BloodstreamSystem.cs
#	Content.Server/Body/Systems/MetabolizerSystem.cs
#	Content.Server/Body/Systems/RespiratorSystem.cs
#	Content.Server/Chat/Managers/ChatSanitizationManager.cs
#	Content.Server/Chat/Systems/ChatSystem.Emote.cs
#	Content.Server/Chat/Systems/ChatSystem.cs
#	Content.Server/CrewManifest/CrewManifestSystem.cs
#	Content.Server/Emp/EmpSystem.cs
#	Content.Server/Explosion/EntitySystems/TriggerSystem.cs
#	Content.Server/Fax/FaxSystem.cs
#	Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs
#	Content.Server/GameTicking/Commands/ForceMapCommand.cs
#	Content.Server/GameTicking/Commands/ForcePresetCommand.cs
#	Content.Server/GameTicking/Presets/GamePresetPrototype.cs
#	Content.Server/GameTicking/Rules/ChangelingRuleSystem.cs
#	Content.Server/GameTicking/Rules/Components/ChangelingRuleComponent.cs
#	Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs
#	Content.Server/Ghost/Roles/GhostRoleSystem.cs
#	Content.Server/Implants/Components/ScramImplantComponent.cs
#	Content.Server/Implants/SubdermalImplantSystem.cs
#	Content.Server/Materials/ProduceMaterialExtractorSystem.cs
#	Content.Server/Medical/HealthAnalyzerSystem.cs
#	Content.Server/NPC/Systems/NPCCombatSystem.Ranged.cs
#	Content.Server/NPC/Systems/NPCSystem.cs
#	Content.Server/Polymorph/Systems/PolymorphSystem.cs
#	Content.Server/Radio/EntitySystems/HeadsetSystem.cs
#	Content.Server/Repairable/RepairableSystem.cs
#	Content.Server/Revenant/EntitySystems/RevenantSystem.cs
#	Content.Server/RoundEnd/RoundEndSystem.cs
#	Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs
#	Content.Server/Speech/EntitySystems/FrenchAccentSystem.cs
#	Content.Server/Speech/EntitySystems/FrontalLispSystem.cs
#	Content.Server/Speech/EntitySystems/LizardAccentSystem.cs
#	Content.Server/Speech/EntitySystems/MothAccentSystem.cs
#	Content.Server/Speech/EntitySystems/OwOAccentSystem.cs
#	Content.Server/Station/Systems/StationSpawningSystem.cs
#	Content.Server/StationEvents/Events/MeteorSwarmSystem.cs
#	Content.Server/Stunnable/Components/StunOnCollideComponent.cs
#	Content.Server/SurveillanceCamera/Components/SurveillanceCameraRouterComponent.cs
#	Content.Server/Weapons/Ranged/Systems/GunSystem.Cartridges.cs
#	Content.Server/Zombies/ZombieSystem.Transform.cs
#	Content.Server/Zombies/ZombieSystem.cs
#	Content.Shared/Actions/SharedActionsSystem.cs
#	Content.Shared/Bed/SharedBedSystem.cs
#	Content.Shared/Blocking/BlockingSystem.cs
#	Content.Shared/Body/Systems/SharedBodySystem.Parts.cs
#	Content.Shared/Chemistry/Components/SolutionRegenerationComponent.cs
#	Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs
#	Content.Shared/Construction/Conditions/TileNotBlocked.cs
#	Content.Shared/Cuffs/SharedCuffableSystem.cs
#	Content.Shared/Doors/Systems/SharedDoorSystem.cs
#	Content.Shared/Emoting/EmoteAttemptEvent.cs
#	Content.Shared/Eye/Blinding/Systems/BlindableSystem.cs
#	Content.Shared/Eye/VisibilityFlags.cs
#	Content.Shared/Hands/EntitySystems/SharedHandsSystem.Pickup.cs
#	Content.Shared/Humanoid/HumanoidCharacterAppearance.cs
#	Content.Shared/Interaction/SmartEquipSystem.cs
#	Content.Shared/Inventory/InventorySystem.Relay.cs
#	Content.Shared/Medical/Cryogenics/SharedCryoPodSystem.cs
#	Content.Shared/Medical/Healing/HealingSystem.cs
#	Content.Shared/Medical/HealingComponent.cs
#	Content.Shared/Nutrition/EntitySystems/FoodSystem.cs
#	Content.Shared/Slippery/SlipperySystem.cs
#	Content.Shared/SprayPainter/SharedSprayPainterSystem.cs
#	Content.Shared/Standing/StandingStateComponent.cs
#	Content.Shared/Standing/StandingStateSystem.cs
#	Content.Shared/Station/SharedStationSpawningSystem.cs
#	Content.Shared/Stunnable/SharedStunSystem.cs
#	Content.Shared/SurveillanceCamera/SharedSurveillanceCameraMonitorSystem.cs
#	Content.Shared/VendingMachines/VendingMachineComponent.cs
#	Content.Shared/Warps/WarpPointSystem.cs
#	Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs
#	Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs
#	Content.Shared/Wieldable/SharedWieldableSystem.cs
#	Resources/Audio/Ambience/Antag/attributions.yml
#	Resources/Audio/Ambience/Antag/changeling_start.ogg
#	Resources/Audio/Effects/attributions.yml
#	Resources/Audio/Lobby/attributions.yml
#	Resources/Audio/Machines/attributions.yml
#	Resources/Audio/Weapons/Guns/Gunshots/attributions.yml
#	Resources/Locale/en-US/_strings/administration/antag.ftl
#	Resources/Locale/en-US/_strings/administration/commands/camera.ftl
#	Resources/Locale/en-US/_strings/administration/commands/dsay-command.ftl
#	Resources/Locale/en-US/_strings/administration/commands/follow-command.ftl
#	Resources/Locale/en-US/_strings/administration/smites.ftl
#	Resources/Locale/en-US/_strings/administration/ui/admin-camera-window.ftl
#	Resources/Locale/en-US/_strings/administration/ui/role-bans.ftl
#	Resources/Locale/en-US/_strings/alerts/alerts.ftl
#	Resources/Locale/en-US/_strings/atmos/gas-pressure-regulator-system.ftl
#	Resources/Locale/en-US/_strings/bonk/components/bonkable-component.ftl
#	Resources/Locale/en-US/_strings/commands/add-body-part-command.ftl
#	Resources/Locale/en-US/_strings/commands/admin-logs-command.ftl
#	Resources/Locale/en-US/_strings/commands/admin-who-command.ftl
#	Resources/Locale/en-US/_strings/commands/asay-command.ftl
#	Resources/Locale/en-US/_strings/commands/crew-manifest-command.ftl
#	Resources/Locale/en-US/_strings/commands/deadmin-command.ftl
#	Resources/Locale/en-US/_strings/commands/delete-component-command.ftl
#	Resources/Locale/en-US/_strings/commands/destroy-mechanism-command.ftl
#	Resources/Locale/en-US/_strings/commands/dirty-command.ftl
#	Resources/Locale/en-US/_strings/commands/dsay-command.ftl
#	Resources/Locale/en-US/_strings/commands/dump-reagent-guide-text-command.ftl
#	Resources/Locale/en-US/_strings/commands/eye-commands.ftl
#	Resources/Locale/en-US/_strings/commands/follow-command.ftl
#	Resources/Locale/en-US/_strings/commands/force-map-command.ftl
#	Resources/Locale/en-US/_strings/commands/force-preset-command.ftl
#	Resources/Locale/en-US/_strings/commands/ghost-kick-command.ftl
#	Resources/Locale/en-US/_strings/commands/ghost-visibility-commands.ftl
#	Resources/Locale/en-US/_strings/commands/go-lobby-command.ftl
#	Resources/Locale/en-US/_strings/commands/grid-drag-command.ftl
#	Resources/Locale/en-US/_strings/commands/is-afk-command.ftl
#	Resources/Locale/en-US/_strings/commands/makesentient-command.ftl
#	Resources/Locale/en-US/_strings/commands/map-commands.ftl
#	Resources/Locale/en-US/_strings/commands/mapping-client-side-setup-command.ftl
#	Resources/Locale/en-US/_strings/commands/mappingclientsidesetup-command.ftl
#	Resources/Locale/en-US/_strings/commands/me-command.ftl
#	Resources/Locale/en-US/_strings/commands/mind-info-command.ftl
#	Resources/Locale/en-US/_strings/commands/node-vis-commands.ftl
#	Resources/Locale/en-US/_strings/commands/npc-command.ftl
#	Resources/Locale/en-US/_strings/commands/nukecodes-command.ftl
#	Resources/Locale/en-US/_strings/commands/ooc-command.ftl
#	Resources/Locale/en-US/_strings/commands/pardon-command.ftl
#	Resources/Locale/en-US/_strings/commands/powerstat-command.ftl
#	Resources/Locale/en-US/_strings/commands/promote-host-command.ftl
#	Resources/Locale/en-US/_strings/commands/radiation-command.ftl
#	Resources/Locale/en-US/_strings/commands/readmin-command.ftl
#	Resources/Locale/en-US/_strings/commands/remove-extra-components-command.ftl
#	Resources/Locale/en-US/_strings/commands/role-commands.ftl
#	Resources/Locale/en-US/_strings/commands/say-command.ftl
#	Resources/Locale/en-US/_strings/commands/set-battery-percent-command.ftl
#	Resources/Locale/en-US/_strings/commands/show-ambient-command.ftl
#	Resources/Locale/en-US/_strings/commands/show-gun-spread-command.ftl
#	Resources/Locale/en-US/_strings/commands/show-htn-command.ftl
#	Resources/Locale/en-US/_strings/commands/showrules-command.ftl
#	Resources/Locale/en-US/_strings/commands/spawn-entity-list-command.ftl
#	Resources/Locale/en-US/_strings/commands/start-singularity-command.ftl
#	Resources/Locale/en-US/_strings/commands/tile-pry-command.ftl
#	Resources/Locale/en-US/_strings/commands/toggle-decals-command.ftl
#	Resources/Locale/en-US/_strings/commands/toggle-disallow-late-join-command.ftl
#	Resources/Locale/en-US/_strings/commands/unlocknode-command.ftl
#	Resources/Locale/en-US/_strings/commands/whisper-command.ftl
#	Resources/Locale/en-US/_strings/components/gas-pressure-regulator-component.ftl
#	Resources/Locale/en-US/_strings/engineer-painter/engineer-painter.ftl
#	Resources/Locale/en-US/_strings/game-ticking/forcemap-command.ftl
#	Resources/Locale/en-US/_strings/interaction/interaction-popup-component.ftl
#	Resources/Locale/en-US/_strings/markings/vox_tattoos.ftl
#	Resources/Locale/en-US/_strings/materials/material-extractor.ftl
#	Resources/Locale/en-US/_strings/movement/eye.ftl
#	Resources/Locale/en-US/_strings/nutrition/components/food-component.ftl
#	Resources/Locale/en-US/_strings/nutrition/components/ingestion-system.ftl
#	Resources/Locale/en-US/_strings/nutrition/components/sealable-component.ftl
#	Resources/Locale/en-US/_strings/radiation/radiation-command.ftl
#	Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl
#	Resources/Locale/en-US/_strings/research/technologies.ftl
#	Resources/Locale/en-US/_strings/seeds/seeds.ftl
#	Resources/Locale/en-US/_strings/weapons/grenades/timer-trigger.ftl
#	Resources/Locale/en-US/_strings/weapons/grenades/voice-trigger.ftl
#	Resources/Locale/en-US/commands/mapping-client-side-setup-command.ftl
#	Resources/Locale/en-US/recipes/tags.ftl
#	Resources/Maps/_Sunrise/Station/bagel.yml
#	Resources/Maps/_Sunrise/Station/barratry.yml
#	Resources/Maps/_Sunrise/Station/box.yml
#	Resources/Maps/_Sunrise/Station/fland.yml
#	Resources/Maps/_Sunrise/Station/marathon.yml
#	Resources/Maps/_Sunrise/Station/oasis.yml
#	Resources/Maps/_Sunrise/Station/packed.yml
#	Resources/Maps/_Sunrise/Station/plasma.yml
#	Resources/Maps/amber.yml
#	Resources/Maps/centcomm.yml
#	Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml
#	Resources/Prototypes/Catalog/Fills/Lockers/security.yml
#	Resources/Prototypes/Catalog/Fills/Lockers/service.yml
#	Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/coffee.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/sustenance.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/winterdrobe.yml
#	Resources/Prototypes/Entities/Clothing/Belt/belts.yml
#	Resources/Prototypes/Entities/Clothing/Eyes/glasses.yml
#	Resources/Prototypes/Entities/Clothing/Eyes/hud.yml
#	Resources/Prototypes/Entities/Clothing/Head/hardsuit-helmets.yml
#	Resources/Prototypes/Entities/Clothing/Head/hats.yml
#	Resources/Prototypes/Entities/Clothing/Head/helmets.yml
#	Resources/Prototypes/Entities/Clothing/Head/hoods.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/softsuits.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml
#	Resources/Prototypes/Entities/Mobs/NPCs/animals.yml
#	Resources/Prototypes/Entities/Mobs/NPCs/carp.yml
#	Resources/Prototypes/Entities/Mobs/NPCs/pets.yml
#	Resources/Prototypes/Entities/Mobs/NPCs/revenant.yml
#	Resources/Prototypes/Entities/Mobs/Player/admin_ghost.yml
#	Resources/Prototypes/Entities/Mobs/Player/clone.yml
#	Resources/Prototypes/Entities/Mobs/Species/base.yml
#	Resources/Prototypes/Entities/Mobs/Species/dwarf.yml
#	Resources/Prototypes/Entities/Mobs/base.yml
#	Resources/Prototypes/Entities/Objects/Fun/pai.yml
#	Resources/Prototypes/Entities/Objects/Fun/toys.yml
#	Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml
#	Resources/Prototypes/Entities/Objects/Shields/shields.yml
#	Resources/Prototypes/Entities/Objects/Specific/Medical/healing.yml
#	Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml
#	Resources/Prototypes/Entities/Objects/Tools/access_configurator.yml
#	Resources/Prototypes/Entities/Objects/Tools/matches.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Bombs/plastic.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Bombs/spider.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/caseless_rifle.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/mining.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml
#	Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml
#	Resources/Prototypes/Entities/Structures/Doors/airlock_groups.yml
#	Resources/Prototypes/Entities/Structures/Furniture/beds.yml
#	Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml
#	Resources/Prototypes/Entities/Structures/Power/debug_power.yml
#	Resources/Prototypes/Entities/Structures/Storage/Crates/crates.yml
#	Resources/Prototypes/Entities/Structures/Wallmounts/Misc/mirror.yml
#	Resources/Prototypes/GameRules/subgamemodes.yml
#	Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml
#	Resources/Prototypes/Reagents/Consumable/Drink/soda.yml
#	Resources/Prototypes/Reagents/medicine.yml
#	Resources/Prototypes/Recipes/Lathes/Packs/tiles.yml
#	Resources/Prototypes/Recipes/Lathes/categories.yml
#	Resources/Prototypes/Recipes/Reactions/chemicals.yml
#	Resources/Prototypes/Roles/Antags/changeling.yml
#	Resources/Prototypes/name_identifier_groups.yml
#	Resources/Prototypes/tool_qualities.yml
#	Resources/ServerInfo/Guidebook/Antagonist/Zombies.xml
#	Resources/ServerInfo/Guidebook/Cargo/CargoBounties.xml
#	Resources/ServerInfo/Guidebook/Command.xml
#	Resources/ServerInfo/Guidebook/Glossary.xml
#	Resources/ServerInfo/Guidebook/NewPlayer/YourFirstCharacter.xml
#	Resources/ServerInfo/Guidebook/Science/Robotics.xml
#	Resources/ServerInfo/Guidebook/Science/ScannersAndVessels.xml
#	Resources/ServerInfo/Guidebook/Science/Science.xml
#	Resources/ServerInfo/Guidebook/SpaceStation14.xml
#	Resources/ServerInfo/Guidebook/Survival.xml
#	Resources/Textures/Clothing/Head/Hardsuits/atmospherics.rsi/meta.json
#	Resources/Textures/Clothing/Head/Hardsuits/capspace.rsi/meta.json
#	Resources/Textures/Clothing/Head/Hardsuits/cybersun.rsi/meta.json
#	Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/meta.json
#	Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/on-equipped-HELMET.png
#	Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/icon.png
#	Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/meta.json
#	Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/on-equipped-HELMET.png
#	Resources/Textures/Clothing/Head/Hardsuits/medical.rsi/meta.json
#	Resources/Textures/Clothing/Head/Hardsuits/rd.rsi/meta.json
#	Resources/Textures/Clothing/Head/Hardsuits/salvage.rsi/meta.json
#	Resources/Textures/Clothing/Head/Hardsuits/security.rsi/meta.json
#	Resources/Textures/Clothing/Head/Hardsuits/spatiohelm.rsi/meta.json
#	Resources/Textures/Clothing/Head/Hardsuits/syndicate.rsi/meta.json
#	Resources/Textures/Clothing/Head/Hardsuits/syndiecommander.rsi/meta.json
#	Resources/Textures/Clothing/Head/Hardsuits/syndieelite.rsi/meta.json
#	Resources/Textures/Clothing/Head/Hardsuits/wizard.rsi/meta.json
#	Resources/Textures/Clothing/Head/Helmets/atmos_firehelmet.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Armor/captain_carapace.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Armor/security.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/atmospherics.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/capspace.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering-white.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/medical.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/paramed.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/rd.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/salvage.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/security.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/spatio.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiecommander.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/syndieelite.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/wizard.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Suits/atmos_firesuit.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json
#	Resources/Textures/Interface/Misc/job_icons.rsi/meta.json
#	Resources/Textures/Objects/Misc/Lights/lampgreen.rsi/meta.json
#	Resources/Textures/Objects/Specific/Janitorial/janitorial_cart.rsi/meta.json
#	Resources/Textures/Objects/Tools/spray_painter.rsi/meta.json
#	Resources/Textures/Objects/Weapons/Melee/baseball_bat.rsi/meta.json
#	Resources/engineCommandPerms.yml
#	Resources/keybinds.yml
#	Resources/migration.yml
2025-08-10 01:49:23 +03:00

395 lines
15 KiB
C#

using Content.Client.Administration.Managers;
using Content.Shared.Administration;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.Reagent;
using Robust.Client.AutoGenerated;
using Robust.Client.Console;
using Robust.Client.Timing;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.CustomControls;
using Robust.Client.UserInterface.XAML;
using Robust.Shared.Timing;
using Robust.Shared.Prototypes;
namespace Content.Client.Administration.UI.ManageSolutions
{
/// <summary>
/// A simple window that displays solutions and their contained reagents. Allows you to edit the reagent quantities and add new reagents.
/// </summary>
[GenerateTypedNameReferences]
public sealed partial class EditSolutionsWindow : DefaultWindow
{
[Dependency] private readonly IClientConsoleHost _consoleHost = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IClientGameTiming _timing = default!;
[Dependency] private readonly IClientAdminManager _admin = default!;
private NetEntity _target = NetEntity.Invalid;
private string? _selectedSolution;
private AddReagentWindow? _addReagentWindow;
private Dictionary<string, EntityUid>? _solutions;
private EditSolutionsEuiState? _nextState;
public EditSolutionsWindow()
{
IoCManager.InjectDependencies(this);
RobustXamlLoader.Load(this);
SolutionOption.OnItemSelected += SolutionSelected;
AddButton.OnPressed += OpenAddReagentWindow;
VVButton.OnPressed += OpenVVWindow;
SolutionButton.OnPressed += OpenSolutionWindow;
VVButton.Disabled = !_admin.CanViewVar();
SolutionButton.Disabled = !_admin.CanViewVar();
}
public override void Close()
{
base.Close();
_addReagentWindow?.Close();
_addReagentWindow?.Dispose();
}
public void SetTargetEntity(NetEntity target)
{
_target = target;
var uid = _entityManager.GetEntity(target);
var targetName = _entityManager.EntityExists(uid)
? _entityManager.GetComponent<MetaDataComponent>(uid).EntityName
: string.Empty;
Title = Loc.GetString("admin-solutions-window-title", ("targetName", targetName));
}
/// <summary>
/// Update the capacity label and re-create the reagent list
/// </summary>
public void UpdateReagents()
{
ReagentList.DisposeAllChildren();
if (_selectedSolution == null || _solutions == null)
return;
if (!_solutions.TryGetValue(_selectedSolution, out var solutionId) ||
!_entityManager.TryGetComponent(solutionId, out SolutionComponent? solutionComp))
return;
var solution = solutionComp.Solution;
UpdateVolumeBox(solution);
UpdateThermalBox(solution);
foreach (var reagent in solution)
{
AddReagentEntry(reagent);
}
}
/// <summary>
/// Updates the entry displaying the current and maximum volume of the selected solution.
/// </summary>
/// <param name="solution">The selected solution.</param>
private void UpdateVolumeBox(Solution solution)
{
VolumeBox.DisposeAllChildren();
var volumeLabel = new Label();
volumeLabel.HorizontalExpand = true;
volumeLabel.Margin = new Thickness(0, 4);
volumeLabel.Text = Loc.GetString("admin-solutions-window-volume-label",
("currentVolume", solution.Volume),
("maxVolume", solution.MaxVolume));
var capacityBox = new BoxContainer();
capacityBox.Orientation = BoxContainer.LayoutOrientation.Horizontal;
capacityBox.HorizontalExpand = true;
capacityBox.Margin = new Thickness(0, 4);
var capacityLabel = new Label();
capacityLabel.HorizontalExpand = true;
capacityLabel.Margin = new Thickness(0, 1);
capacityLabel.Text = Loc.GetString("admin-solutions-window-capacity-label");
var capacitySpin = new FloatSpinBox(1, 2);
capacitySpin.HorizontalExpand = true;
capacitySpin.Margin = new Thickness(0, 1);
capacitySpin.Value = (float) solution.MaxVolume;
capacitySpin.OnValueChanged += SetCapacity;
capacityBox.AddChild(capacityLabel);
capacityBox.AddChild(capacitySpin);
VolumeBox.AddChild(volumeLabel);
VolumeBox.AddChild(capacityBox);
}
/// <summary>
/// Updates the entry displaying the current specific heat, heat capacity, temperature, and thermal energy
/// of the selected solution.
/// </summary>
/// <param name="solution">The selected solution.</param>
private void UpdateThermalBox(Solution solution)
{
ThermalBox.DisposeAllChildren();
var heatCap = solution.GetHeatCapacity(null);
var specificHeatLabel = new Label();
specificHeatLabel.HorizontalExpand = true;
specificHeatLabel.Margin = new Thickness(0, 1);
specificHeatLabel.Text = Loc.GetString("admin-solutions-window-specific-heat-label", ("specificHeat", heatCap.ToString("G3")));
var heatCapacityLabel = new Label();
heatCapacityLabel.HorizontalExpand = true;
heatCapacityLabel.Margin = new Thickness(0, 1);
heatCapacityLabel.Text = Loc.GetString("admin-solutions-window-heat-capacity-label", ("heatCapacity", (heatCap/solution.Volume.Float()).ToString("G3")));
// Temperature entry:
var temperatureBox = new BoxContainer();
temperatureBox.Orientation = BoxContainer.LayoutOrientation.Horizontal;
temperatureBox.HorizontalExpand = true;
temperatureBox.Margin = new Thickness(0, 1);
var temperatureLabel = new Label();
temperatureLabel.HorizontalExpand = true;
temperatureLabel.Margin = new Thickness(0, 1);
temperatureLabel.Text = Loc.GetString("admin-solutions-window-temperature-label");
var temperatureSpin = new FloatSpinBox(1, 2);
temperatureSpin.HorizontalExpand = true;
temperatureSpin.Margin = new Thickness(0, 1);
temperatureSpin.Value = solution.Temperature;
temperatureSpin.OnValueChanged += SetTemperature;
temperatureBox.AddChild(temperatureLabel);
temperatureBox.AddChild(temperatureSpin);
// Thermal energy entry:
var thermalEnergyBox = new BoxContainer();
thermalEnergyBox.Orientation = BoxContainer.LayoutOrientation.Horizontal;
thermalEnergyBox.HorizontalExpand = true;
thermalEnergyBox.Margin = new Thickness(0, 1);
var thermalEnergyLabel = new Label();
thermalEnergyLabel.HorizontalExpand = true;
thermalEnergyLabel.Margin = new Thickness(0, 1);
thermalEnergyLabel.Text = Loc.GetString("admin-solutions-window-thermal-energy-label");
var thermalEnergySpin = new FloatSpinBox(1, 2);
thermalEnergySpin.HorizontalExpand = true;
thermalEnergySpin.Margin = new Thickness(0, 1);
thermalEnergySpin.Value = solution.Temperature * heatCap;
thermalEnergySpin.OnValueChanged += SetThermalEnergy;
thermalEnergyBox.AddChild(thermalEnergyLabel);
thermalEnergyBox.AddChild(thermalEnergySpin);
ThermalBox.AddChild(specificHeatLabel);
ThermalBox.AddChild(heatCapacityLabel);
ThermalBox.AddChild(temperatureBox);
ThermalBox.AddChild(thermalEnergyBox);
}
/// <summary>
/// Add a single reagent entry to the list
/// </summary>
private void AddReagentEntry(ReagentQuantity reagentQuantity)
{
var box = new BoxContainer();
var spin = new FloatSpinBox(1, 2);
var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
var reagentPrototype = prototypeManager.Index<ReagentPrototype>(reagentQuantity.Reagent.Prototype);
spin.Value = reagentQuantity.Quantity.Float();
spin.OnValueChanged += (args) => SetReagent(args, reagentQuantity.Reagent.Prototype);
spin.HorizontalExpand = true;
box.AddChild(new Label() { Text = reagentPrototype.LocalizedName , HorizontalExpand = true});
box.AddChild(spin);
ReagentList.AddChild(box);
}
/// <summary>
/// Execute a command to modify the reagents in the solution.
/// </summary>
private void SetReagent(FloatSpinBox.FloatSpinBoxEventArgs args, string prototype)
{
if (_solutions == null || _selectedSolution == null ||
!_solutions.TryGetValue(_selectedSolution, out var solutionId) ||
!_entityManager.TryGetComponent(solutionId, out SolutionComponent? solutionComp))
return;
var solution = solutionComp.Solution;
var current = solution.GetTotalPrototypeQuantity(prototype);
var delta = args.Value - current.Float();
if (MathF.Abs(delta) < 0.01)
return;
var command = $"addreagent {_target} {_selectedSolution} {prototype} {delta}";
_consoleHost.ExecuteCommand(command);
}
private void SetCapacity(FloatSpinBox.FloatSpinBoxEventArgs args)
{
if (_solutions == null || _selectedSolution == null)
return;
var command = $"setsolutioncapacity {_target} {_selectedSolution} {args.Value}";
_consoleHost.ExecuteCommand(command);
}
/// <summary>
/// Sets the temperature of the selected solution to a value.
/// </summary>
/// <param name="args">An argument struct containing the value to set the temperature to.</param>
private void SetTemperature(FloatSpinBox.FloatSpinBoxEventArgs args)
{
if (_solutions == null || _selectedSolution == null)
return;
var command = $"setsolutiontemperature {_target} {_selectedSolution} {args.Value}";
_consoleHost.ExecuteCommand(command);
}
/// <summary>
/// Sets the thermal energy of the selected solution to a value.
/// </summary>
/// <param name="args">An argument struct containing the value to set the thermal energy to.</param>
private void SetThermalEnergy(FloatSpinBox.FloatSpinBoxEventArgs args)
{
if (_solutions == null || _selectedSolution == null)
return;
var command = $"setsolutionthermalenergy {_target} {_selectedSolution} {args.Value}";
_consoleHost.ExecuteCommand(command);
}
/// <summary>
/// Open a new window that has options to add new reagents to the solution.
/// </summary>
private void OpenAddReagentWindow(BaseButton.ButtonEventArgs obj)
{
if (string.IsNullOrEmpty(_selectedSolution))
return;
_addReagentWindow?.Close();
_addReagentWindow?.Dispose();
_addReagentWindow = new AddReagentWindow(_target, _selectedSolution);
_addReagentWindow.OpenCentered();
}
/// <summary>
/// Open the corresponding solution entity in a ViewVariables window.
/// </summary>
private void OpenVVWindow(BaseButton.ButtonEventArgs obj)
{
if (_solutions == null
|| _selectedSolution == null
|| !_solutions.TryGetValue(_selectedSolution, out var uid)
|| !_entityManager.TryGetNetEntity(uid, out var netEntity))
return;
_consoleHost.ExecuteCommand($"vv {netEntity}");
}
/// <summary>
/// Open the corresponding Solution instance in a ViewVariables window.
/// </summary>
private void OpenSolutionWindow(BaseButton.ButtonEventArgs obj)
{
if (_solutions == null
|| _selectedSolution == null
|| !_solutions.TryGetValue(_selectedSolution, out var uid)
|| !_entityManager.TryGetNetEntity(uid, out var netEntity))
return;
_consoleHost.ExecuteCommand($"vv /entity/{netEntity}/Solution/Solution");
}
/// <summary>
/// When a new solution is selected, set _selectedSolution and update the reagent list.
/// </summary>
private void SolutionSelected(OptionButton.ItemSelectedEventArgs args)
{
SolutionOption.SelectId(args.Id);
_selectedSolution = (string?) SolutionOption.SelectedMetadata;
_addReagentWindow?.UpdateSolution(_selectedSolution);
UpdateReagents();
}
/// <summary>
/// Update the solution options.
/// </summary>
public void UpdateSolutions(List<(string, NetEntity)>? solutions)
{
SolutionOption.Clear();
if (solutions is { Count: > 0 })
{
if (_solutions is { Count: > 0 })
_solutions.Clear();
else
_solutions = new(solutions.Count);
foreach (var (name, netSolution) in solutions)
{
if (_entityManager.TryGetEntity(netSolution, out var solution))
_solutions.Add(name, solution.Value);
}
}
else
_solutions = null;
if (_solutions == null)
return;
int i = 0;
int selectedIndex = 0; // Default to the first solution if none are found.
foreach (var (name, _) in _solutions)
{
SolutionOption.AddItem(name, i);
SolutionOption.SetItemMetadata(i, name);
if (name == _selectedSolution)
selectedIndex = i;
i++;
}
if (SolutionOption.ItemCount == 0)
{
// No applicable solutions
Close();
Dispose();
return;
}
SolutionOption.Select(selectedIndex);
_selectedSolution = (string?) SolutionOption.SelectedMetadata;
}
protected override void FrameUpdate(FrameEventArgs args)
{
// TODO: THIS IS FUCKING TERRIBLE.
// Ok so the problem is that this shouldn't be via an EUI at all. Why?
// The EUI update notification comes in *before* the game state it updates from.
// So the UI doesn't update properly. Heck.
// I didn't wanna completely rewrite this thing to work properly so instead you get terrible hacks.
if (_nextState != null && _timing.LastRealTick >= _nextState.Tick)
{
SetTargetEntity(_nextState.Target);
UpdateSolutions(_nextState.Solutions);
UpdateReagents();
_nextState = null;
}
}
public void SetState(EditSolutionsEuiState state)
{
_nextState = state;
}
}
}