Hud refactor (#7202)
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Jezithyr <jmaster9999@gmail.com> Co-authored-by: Jezithyr <Jezithyr@gmail.com> Co-authored-by: Visne <39844191+Visne@users.noreply.github.com> Co-authored-by: wrexbe <wrexbe@protonmail.com> Co-authored-by: wrexbe <81056464+wrexbe@users.noreply.github.com>
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@@ -23,7 +23,6 @@ namespace Content.Shared.Administration
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protected void LogBwoink(BwoinkTextMessage message)
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{
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Logger.InfoS("c.s.go.es.bwoink", $"@{message.UserId}: {message.Text}");
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}
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[Serializable, NetSerializable]
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@@ -33,6 +33,10 @@ namespace Content.Shared.CCVar
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/*
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* Ambience
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*/
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//TODO: This is so that this compiles, yell at me if this is still in
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public static readonly CVarDef<bool> AmbienceBasicEnabled =
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CVarDef.Create("ambiance.basic_enabled", true, CVar.CLIENTONLY | CVar.ARCHIVE);
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/// <summary>
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/// How long we'll wait until re-sampling nearby objects for ambience. Should be pretty fast, but doesn't have to match the tick rate.
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19
Content.Shared/Chat/ChatChannelExtensions.cs
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19
Content.Shared/Chat/ChatChannelExtensions.cs
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@@ -0,0 +1,19 @@
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namespace Content.Shared.Chat;
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public static class ChatChannelExtensions
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{
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public static Color TextColor(this ChatChannel channel)
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{
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return channel switch
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{
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ChatChannel.Server => Color.Orange,
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ChatChannel.Radio => Color.LimeGreen,
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ChatChannel.LOOC => Color.MediumTurquoise,
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ChatChannel.OOC => Color.LightSkyBlue,
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ChatChannel.Dead => Color.MediumPurple,
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ChatChannel.Admin => Color.Red,
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ChatChannel.Whisper => Color.DarkGray,
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_ => Color.LightGray
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};
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}
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}
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@@ -1,11 +1,11 @@
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Hands.Components;
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using Content.Shared.Interaction;
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using Robust.Shared.Containers;
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using Robust.Shared.Input.Binding;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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namespace Content.Shared.Hands.EntitySystems;
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@@ -16,7 +16,7 @@ public abstract partial class SharedHandsSystem : EntitySystem
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[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
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[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
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protected Action<SharedHandsComponent?>? OnHandSetActive;
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protected event Action<SharedHandsComponent?>? OnHandSetActive;
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public override void Initialize()
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{
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@@ -26,7 +26,7 @@ namespace Content.Shared.Input
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public static readonly BoundKeyFunction OpenInventoryMenu = "OpenInventoryMenu";
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public static readonly BoundKeyFunction SmartEquipBackpack = "SmartEquipBackpack";
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public static readonly BoundKeyFunction SmartEquipBelt = "SmartEquipBelt";
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public static readonly BoundKeyFunction OpenInfo = "OpenInfo";
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public static readonly BoundKeyFunction OpenAHelp = "OpenAHelp";
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public static readonly BoundKeyFunction SwapHands = "SwapHands";
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public static readonly BoundKeyFunction ThrowItemInHand = "ThrowItemInHand";
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public static readonly BoundKeyFunction TryPullObject = "TryPullObject";
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@@ -71,9 +71,10 @@ namespace Content.Shared.Input
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public static BoundKeyFunction[] GetHotbarBoundKeys() =>
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new[]
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{
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Hotbar0, Hotbar1, Hotbar2, Hotbar3, Hotbar4, Hotbar5, Hotbar6, Hotbar7, Hotbar8, Hotbar9
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Hotbar1, Hotbar2, Hotbar3, Hotbar4, Hotbar5, Hotbar6, Hotbar7, Hotbar8, Hotbar9, Hotbar0
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};
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public static readonly BoundKeyFunction Loadout0 = "Loadout0";
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public static readonly BoundKeyFunction Loadout1 = "Loadout1";
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public static readonly BoundKeyFunction Loadout2 = "Loadout2";
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public static readonly BoundKeyFunction Loadout3 = "Loadout3";
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@@ -87,7 +88,7 @@ namespace Content.Shared.Input
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public static BoundKeyFunction[] GetLoadoutBoundKeys() =>
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new[]
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{
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Loadout1, Loadout2, Loadout3, Loadout4, Loadout5, Loadout6, Loadout7, Loadout8, Loadout9
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Loadout1, Loadout2, Loadout3, Loadout4, Loadout5, Loadout6, Loadout7, Loadout8, Loadout9, Loadout0
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};
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public static readonly BoundKeyFunction Vote0 = "Vote0";
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@@ -1,4 +1,4 @@
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namespace Content.Shared.Inventory.Events;
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namespace Content.Shared.Inventory.Events;
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public abstract class EquippedEventBase : EntityEventArgs
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{
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@@ -17,6 +17,11 @@ public abstract class EquippedEventBase : EntityEventArgs
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/// </summary>
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public readonly string Slot;
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/// <summary>
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/// The slot group the entity got equipped in.
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/// </summary>
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public readonly string SlotGroup;
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/// <summary>
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/// Slotflags of the slot the entity just got equipped to.
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/// </summary>
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@@ -27,6 +32,7 @@ public abstract class EquippedEventBase : EntityEventArgs
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Equipee = equipee;
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Equipment = equipment;
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Slot = slotDefinition.Name;
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SlotGroup = slotDefinition.SlotGroup;
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SlotFlags = slotDefinition.SlotFlags;
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}
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}
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@@ -17,11 +17,17 @@ public abstract class UnequippedEventBase : EntityEventArgs
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/// </summary>
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public readonly string Slot;
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/// <summary>
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/// The slot group the entity got unequipped from.
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/// </summary>
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public readonly string SlotGroup;
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public UnequippedEventBase(EntityUid equipee, EntityUid equipment, SlotDefinition slotDefinition)
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{
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Equipee = equipee;
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Equipment = equipment;
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Slot = slotDefinition.Name;
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SlotGroup = slotDefinition.SlotGroup;
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}
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}
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@@ -6,32 +6,28 @@ namespace Content.Shared.Inventory;
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[Prototype("inventoryTemplate")]
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public sealed class InventoryTemplatePrototype : IPrototype
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{
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[IdDataFieldAttribute]
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public string ID { get; } = string.Empty;
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[IdDataFieldAttribute] public string ID { get; } = string.Empty;
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[DataField("slots")]
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public SlotDefinition[] Slots { get; } = Array.Empty<SlotDefinition>();
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[DataField("slots")] public SlotDefinition[] Slots { get; } = Array.Empty<SlotDefinition>();
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}
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[DataDefinition]
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public sealed class SlotDefinition
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{
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[DataField("name", required: true)] public string Name { get; } = string.Empty;
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[DataField("slotTexture")] public string TextureName { get; } = "pocket";
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[DataField("slotFlags")] public SlotFlags SlotFlags { get; } = SlotFlags.PREVENTEQUIP;
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[DataField("showInWindow")] public bool ShowInWindow { get; } = true;
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[DataField("slotGroup")] public string SlotGroup { get; } = "Default";
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[DataField("stripTime")] public float StripTime { get; } = 4f;
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[DataField("uiContainer")] public SlotUIContainer UIContainer { get; } = SlotUIContainer.None;
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[DataField("uiWindowPos", required: true)]
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public Vector2i UIWindowPosition { get; }
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[DataField("uiWindowPos", required: true)] public Vector2i UIWindowPosition { get; }
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//todo this is supreme shit and ideally slots should be stored in a given equipmentslotscomponent on each equipment
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[DataField("dependsOn")] public string? DependsOn { get; }
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[DataField("displayName", required: true)] public string DisplayName { get; } = string.Empty;
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[DataField("displayName", required: true)]
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public string DisplayName { get; } = string.Empty;
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[DataField("stripHidden")] public bool StripHidden { get; }
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@@ -50,11 +46,3 @@ public sealed class SlotDefinition
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/// </summary>
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[DataField("blacklist")] public EntityWhitelist? Blacklist = null;
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}
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public enum SlotUIContainer
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{
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None,
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BottomLeft,
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BottomRight,
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Top
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}
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