# 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
395 lines
15 KiB
C#
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;
|
|
}
|
|
}
|
|
}
|