Files
Paradise/tgui/packages/common/collections.ts
S34N 22fbd9aced TGUIv4 - Core backend updates, TGchat, Asset cache updates (#23726)
* TGUI upgrade project: Port initial TGUI 4.0 changes from TG (#23440)

* tgui4.0

* bugfix for un-interaction

* fix for input not resetting on close

* NTOS restore

* fix all interfaces having scrollbars, fix colours

* bundle update

* dep bumps

* bumps the deps as much as possible

* button regression fix

* TGUI test map rev 1

* fix theme and some component regression

* fix login screen regression

* fixes regression with uplink cart

* bundle

* fix regressions

* fix the input issue, again

* regression fixes, stylesheet edition, hash restore

* fixes GPS BSOD

* draggable control regression

* dev server dep regression

* byondUI regression fix

* section regression fix

* fix secure storage weirdness

* Fixed mining vendor scrolling

* Arthri review pass 1

* mining vendor double-scroll

* fix for RPD, AirAlarm, and Radio

* arthri review pass 2

* arthri review pass 3

* sanitize var setting, fix colours, delete unused file

* adds CI to branch

* god damn AI making random changes

* I should remember to compile when changes are made

* fixes scrollbar issues

* fix camera console, fix flexGrow for sections

* CI fix

* nanomap fix

* Update code/modules/atmospherics/machinery/airalarm.dm

* restore margin

* style semicolon

* TGUIv4 - Moves TGUI Window Sizing from DM to JS (#23524)

* Initial commit

* Transferring the remaining windows to JS

* Resizing part 1

* Resizing part 2

* Some reverts and polish

* Forgot that

* undeployed nuke window size

---------

Co-authored-by: Aylong <alexanderkitsa@gmail.com>

* TGUIv4: Remove force_open (#23537)

* First state fixes

* Removes "force_open"

* TGUIv4 - TGUI Version 4.1 (#23547)

* Reduced Logging Changes

* setSharedState early return for non-interactive UI

* TGUI version bump to 4.1

* Fix sending updates for non-interactive UIs

* Scalablue UI Stylesheet Changes

* CSS Tgui Bundle

* JavaScript TGUI Style Changes

* Update tgui/packages/tgui/styles/base.scss

Co-authored-by: Aylong <69762909+Aylong220@users.noreply.github.com>

* Additional changes to Input and Button scalability

* TGUI logging proc update

* Indentation fix for logging proc

* Update code/__HELPERS/_logging.dm

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* Additional log_tgui changes

---------

Co-authored-by: Aylong <69762909+Aylong220@users.noreply.github.com>
Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* dev server hotfix (#23584)

* ui_interact object constructor argument check (#23594)

* feat: add smart asset cache, add CDN support for assets, properly group assets (#23585)

* feat: add smart asset cache, add CDN support for assets, properly group assets

* fix: make tgui actually work

* fix: keeping local name for `tgui.bundle.js` and `tgui.bundle.css` for debug and dev server functioning

* fix: make `fontawesome` assets finally work

* fix: make proper identation for `if`

* fix: add `resolveAsset` to `NanoMap.js`

* refactor: update `claw_game` and `chess` to new asset framework

* refactor/tweak: don't use string concatenation for browser `content` and `head_content`, use list instead. Don't use `common.css` for paper UI, keep local name for stamp image assets, replace hard ref of browser to `atom` (rare case) to `UID`

* refactor: remove redundant debug logs

* refactor: remove space betwee `if` and `(`

* refactor: remove one more redundant log, properly reload UI resources

* rafactor: change names of asset files

* fix: adjust existing UIs to properly use assets

* fix: properly pass args to to `onclose` proc

* Update code/modules/asset_cache/transports/asset_transport.dm

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* Update code/modules/asset_cache/transports/asset_transport.dm

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* TGUI 4.2: TGchat + Refactor Asset Delivery + Yarn Berry (#23643)

* tgchat

* Little cleanup

* Refactor Asset Delivery (Part 2)

* Little tweaks

* fix code styling issues

* fix file name duplications

* Browser window options fix @gaxeer

* transfer valve fixes

* yarn berry initial

* vsc tasks

* yarn berry working

* node 20

* fix dev server (lol wrong yarn)

* bloody regressions

* fixes that damn scrolltracking bug

* Some tweaks and flexGrow deletions

It still doesn't work as it should, which makes me nervous

* remove unneeded deps

* 514 regression fix

* change stuff to not conflict with other servers

* name it as requested

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Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* revert test_TGUI map addition

* TGUI 4.3: Stack, Webpack 5 & UI Tweaks, Yarn 3.6.4, TS support, Jest (#23677)

* Stack & UI's Refactor

Almost final, polish required

Stack & UI's Refactor (Part 1)

Stack & UI's Refactor (Part 2)

Stack & UI's Refactor (Part 3)

* Prettier

Maybe bad

* ClearChat & some tweaks

* Adds a Chat Reliability Layer https://github.com/tgstation/tgstation/pull/79479

* Fix chat BSOD

https://github.com/tgstation/tgstation/pull/79821

* WebPack 5 (Didn't work)

I hate this shit

* Yarn 3.6.4

* make it all work

* revert snowflake fix

* Stories

* adds TS support

* re-enable test and prettier

* update yarn sdk's

* Fix some box regression

* ping/reply

* Fixes regressions and some things

* Zebra and Fix chat button transfer

+rebuild

* make VSC use the proper local typescript lib

* Popper Tooltips https://github.com/tgstation/tgstation/pull/58980

* Popper Tooltips performancy fixes

* Dropdown v2 https://github.com/tgstation/tgstation/pull/75164

Without Icon.tsx

* BB test map

* run build

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* we moved these

* change test values

* ignore scss files

* change hash function

* TGUIv4: TGchat fix traitor codeword highlighting (#23720)

* Codeword highlighting for TGUIv4

* null safeties

* Apply suggestions from code review

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

---------

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* TGUIv4 - updates standalone build tooling (#23721)

* swap `xxhash64` for `md4`

* remove hash function

* remove old file

* TGUI 4.3+4.4: Newscaster fix, `inline-block` replacements and other fixes (#23722)

* TGUI 4.3 fixes

Newscaster fix + inline-blocks

* Be gone Box

* Mod Chat -> Mentor Chat

* Some warning filters

* Rebuild

* Delete tgui-common.bundle.js

* please work

* try it like this

* 4.3.1

* 4.3.2

* fix

* i forgot to build

* 4.4.0

* give me more diff details please so I can fix you

* its not binary pls git

* test without svgs

* removes an un-needed SVG file

* inlined SVGs test

* fix code styling

* comment these

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* TGUIv4 - Removes resizable and improves drag code (#23719)

* Initial commit

* bundle rebuild

* Fixes Radio Sizing

* Updates Radio sizing to fix wrapping issues

* fix dev server

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* fix hotkeys not being passed to BYOND

* Apply suggestions from code review

* bump deps

* forgot these deps

* ci fix

* ChemDispenser fixes and HoloControl cooldown

* Station Traits TGUI

+Rebuild

* CI

* fix CI for real this time

* I have no idea

* fix station trait panel

* Update code/controllers/subsystem/SSping.dm

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Update code/controllers/subsystem/SSticker.dm

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Update code/controllers/subsystem/SSping.dm

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* deterministic module IDs

* TGUI fixes. Again... (#23762)

* TGUI Fixes: Part 1

ORM icon for reinforced glass now showing correctly

Mining vendor moved to Stack

Exofab UI buttons descended from the heavens to the earth

* TGUI Fixes: Part 2

DestTagger now works, forgot import LabeledList

PowerMonitor graph displays correct

Request Console updated to 2.0, BUT, problem with message priority, it was there before the changes, maybe even before the project, I'll have to check it out

* TGUI Fixes: Part 2

Fixed `onEnter` input

Fixed Cloning Console storage (Im dumbass)

Some windows resizing

Fixed bad picture in security and medical records console

Fixed scrollable dropdown

Added translucent color for buttons

* Fucking uplink DONE, and Button.Input fix

* NT Recruiter and Uplink polish

* Del LabeledList from dest. tagger

* ChemMaster and OreRedemption log deletion

* Update test_tiny.dmm

* Translucent button story

* Filter for SQL error

* del: `log_debug` in `hear_say.dm`

* Some little fixes and SpecMenu Stack

* Panel.js: mx -> mr

* fix ghost spawners

* null check

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* fix material name in protolathe

* fix various UI interacts

* card machine runtime fix

* remove legacy folders

* TGUIv4 - TGchat Theme Adjustments (#23772)

* Initial commit

* Changes rule grouping

* Robot class style changes and webpack config

* Reverts webpack/font changes and subs robot font

* revert a state changed in error

* fix uninteractable UIs due to chunky fingers

* TGUIv4: More fixes, tweaks and fixes for tweaks (#23781)

* I fuckin hate PDA

* Vending

* Add `|` to highlight splitters and some light mode tweaks

* Teleporter rewrite

* APC and AiAirlock (God forgive me)

* clarify highlight syntax

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* TGUIv4 - Abductor Experiment Machine TGUI (#23776)

* Experiment Console TGUI

* Update for TGUIv4

* UI Size adjustment

* ui state and ghost attack update

* remove this

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* fix

* TGUIv4 - Adjustments, Fixes, and Tweaks (#23785)

* Photocopier layout adjustments

* Autolathe Text and Button spacing adjustment

* Hotkey fix for moving bug

* Removes rule sets for visited links

* Fixes ordering multiples on cargo console

* fix possible wonky json payloads

* fix admin log input list stuff

* TGUIv4: Reconnect fix and some other fixes + tweaks (#23790)

* Fix reconnecting and transfer it to TSX

* RPD polish

* RCD, AccessList, GuestPass

* Focus reset fix when camera switched. God forgive me again...

* Purple box and identation fixes

For votes and health scanner

* ChemMaster and ChemDispenser

ChemMaster - translucent pills buttons and no grow produce section
ChemDuspenser - dynamic height

* ShuttleManipulator Tabs

* RCD buttons

* make input bar mode more prominent

* fix chem master icons

* tab fix

* Properly sanitizes loaded messages in tgui chat

* TGUIv4 - Adjustments, Fixes, and Tweaks v2 (#23795)

* Fixes icon spacing for nanobank tabs

* Tweaks Dropdown styling

* Fixes sending stuff to old chat

* OpenDream TGUI fix

* Resizes Station Traits window

* Adjusts health analyzer messages for chat tabs

* Revert "Properly sanitizes loaded messages in tgui chat"

This reverts commit 4c32a7094a.

* Revert "Revert "Properly sanitizes loaded messages in tgui chat""

This reverts commit 24afa55922.

* Changes how tgui handles static data

* Reenable no-undef rule. Enable Format On Save for VSCode (#23803)

* Enable Format On Save for VSCode

* Re-enable and fix no-undef

---------

Co-authored-by: Arthri <41360489+a@users.noreply.github.com>

* pda scanner message improvements

* fix mentor/admin PMs being sent to the "unsorted" category

* fix garbled custom vote messages

* moves cyborg analyser to use chatboxes

* fixes regression

* Prevent F5 reload

* TGUIv4: Themes polish and some new ones + misc fixes (#23814)

* Little themes tweaks

* NTOS chat theme

* Update tgui-panel.bundle.js

* Capitalize themes

* Paradise theme v1.0

* Little StationTraitsPanel cleanup

* Update member_content.dmi

* NoCapitalize

* Rebuild

* Delete Paradise.scss

* Create paradise.scss

* Forgot

* Rewritten Security Records Console

For Jesus fucking christ...

* Vending and Wires sizes tweaks

* ThermoMachine

* Syndicate Theme

* Little darker

* Rewritten Medical Records Console

* PDA Nanobank fix

* Syndicate Theme Darker

* Rebuild TGUI

* Wires section grow fix

* fixes the enshittified paradise icon

* Sirryan+Warrior reviews

* bloody define comments

* comment correction

* unprivate these

* errant . begone (how did this not cause a compiler error)

* TGUIv4 - Adjustments, Fixes, and Tweaks v3 (#23807)

* Fixes ERT Manager silenced message function

* Adjusts progress bar on ExosuitFabricator

* Sets Dropdown selected to align left

* Removes the use of self_state select interfaces

* Exosuit Fabricator style adjustments

* fix sextractor UI

* remove empty tochat string

* fix human air alarm interactions

* fix modals

* add F12/IEChooser

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

---------

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Co-authored-by: Aylong <alexanderkitsa@gmail.com>
Co-authored-by: Aylong <69762909+Aylong220@users.noreply.github.com>
Co-authored-by: Gaxeer <44334376+Gaxeer@users.noreply.github.com>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: Arthri <41360489+Arthri@users.noreply.github.com>
Co-authored-by: Arthri <41360489+a@users.noreply.github.com>
2024-01-21 19:20:35 +01:00

310 lines
8.0 KiB
TypeScript

/**
* @file
* @copyright 2020 Aleksej Komarov
* @license MIT
*/
/**
* Converts a given collection to an array.
*
* - Arrays are returned unmodified;
* - If object was provided, keys will be discarded;
* - Everything else will result in an empty array.
*
* @returns {any[]}
*/
export const toArray = (collection) => {
if (Array.isArray(collection)) {
return collection;
}
if (typeof collection === 'object') {
const hasOwnProperty = Object.prototype.hasOwnProperty;
const result = [];
for (let i in collection) {
if (hasOwnProperty.call(collection, i)) {
result.push(collection[i]);
}
}
return result;
}
return [];
};
/**
* Converts a given object to an array, and appends a key to every
* object inside of that array.
*
* Example input (object):
* ```
* {
* 'Foo': { info: 'Hello world!' },
* 'Bar': { info: 'Hello world!' },
* }
* ```
*
* Example output (array):
* ```
* [
* { key: 'Foo', info: 'Hello world!' },
* { key: 'Bar', info: 'Hello world!' },
* ]
* ```
*
* @template T
* @param {{ [key: string]: T }} obj Object, or in DM terms, an assoc array
* @param {string} keyProp Property, to which key will be assigned
* @returns {T[]} Array of keyed objects
*/
export const toKeyedArray = (obj, keyProp = 'key') => {
return map((item, key) => ({
[keyProp]: key,
...item,
}))(obj);
};
/**
* Iterates over elements of collection, returning an array of all elements
* iteratee returns truthy for. The predicate is invoked with three
* arguments: (value, index|key, collection).
*
* If collection is 'null' or 'undefined', it will be returned "as is"
* without emitting any errors (which can be useful in some cases).
*
* @returns {any[]}
*/
export const filter = (iterateeFn) => (collection) => {
if (collection === null || collection === undefined) {
return collection;
}
if (Array.isArray(collection)) {
const result = [];
for (let i = 0; i < collection.length; i++) {
const item = collection[i];
if (iterateeFn(item, i, collection)) {
result.push(item);
}
}
return result;
}
throw new Error(`filter() can't iterate on type ${typeof collection}`);
};
/**
* Creates an array of values by running each element in collection
* thru an iteratee function. The iteratee is invoked with three
* arguments: (value, index|key, collection).
*
* If collection is 'null' or 'undefined', it will be returned "as is"
* without emitting any errors (which can be useful in some cases).
*
* @returns {any[]}
*/
export const map = (iterateeFn) => (collection) => {
if (collection === null || collection === undefined) {
return collection;
}
if (Array.isArray(collection)) {
const result = [];
for (let i = 0; i < collection.length; i++) {
result.push(iterateeFn(collection[i], i, collection));
}
return result;
}
if (typeof collection === 'object') {
const hasOwnProperty = Object.prototype.hasOwnProperty;
const result = [];
for (let i in collection) {
if (hasOwnProperty.call(collection, i)) {
result.push(iterateeFn(collection[i], i, collection));
}
}
return result;
}
throw new Error(`map() can't iterate on type ${typeof collection}`);
};
/**
* Given a collection, will run each element through an iteratee function.
* Will then filter out undefined values.
*/
export const filterMap = <T, U>(
collection: T[],
iterateeFn: (value: T) => U | undefined
): U[] => {
const finalCollection: U[] = [];
for (const value of collection) {
const output = iterateeFn(value);
if (output !== undefined) {
finalCollection.push(output);
}
}
return finalCollection;
};
const COMPARATOR = (objA, objB) => {
const criteriaA = objA.criteria;
const criteriaB = objB.criteria;
const length = criteriaA.length;
for (let i = 0; i < length; i++) {
const a = criteriaA[i];
const b = criteriaB[i];
if (a < b) {
return -1;
}
if (a > b) {
return 1;
}
}
return 0;
};
/**
* Creates an array of elements, sorted in ascending order by the results
* of running each element in a collection thru each iteratee.
*
* Iteratees are called with one argument (value).
*
* @returns {any[]}
*/
export const sortBy =
(...iterateeFns) =>
(array) => {
if (!Array.isArray(array)) {
return array;
}
let length = array.length;
// Iterate over the array to collect criteria to sort it by
let mappedArray = [];
for (let i = 0; i < length; i++) {
const value = array[i];
mappedArray.push({
criteria: iterateeFns.map((fn) => fn(value)),
value,
});
}
// Sort criteria using the base comparator
mappedArray.sort(COMPARATOR);
// Unwrap values
while (length--) {
mappedArray[length] = mappedArray[length].value;
}
return mappedArray;
};
export const sort = sortBy();
/**
* Returns a range of numbers from start to end, exclusively.
* For example, range(0, 5) will return [0, 1, 2, 3, 4].
*/
export const range = (start: number, end: number): number[] =>
new Array(end - start).fill(null).map((_, index) => index + start);
/**
* A fast implementation of reduce.
*/
export const reduce = (reducerFn, initialValue) => (array) => {
const length = array.length;
let i;
let result;
if (initialValue === undefined) {
i = 1;
result = array[0];
} else {
i = 0;
result = initialValue;
}
for (; i < length; i++) {
result = reducerFn(result, array[i], i, array);
}
return result;
};
/**
* Creates a duplicate-free version of an array, using SameValueZero for
* equality comparisons, in which only the first occurrence of each element
* is kept. The order of result values is determined by the order they occur
* in the array.
*
* It accepts iteratee which is invoked for each element in array to generate
* the criterion by which uniqueness is computed. The order of result values
* is determined by the order they occur in the array. The iteratee is
* invoked with one argument: value.
*/
/* eslint-disable indent */
export const uniqBy =
<T extends unknown>(iterateeFn?: (value: T) => unknown) =>
(array: T[]) => {
const { length } = array;
const result = [];
const seen = iterateeFn ? [] : result;
let index = -1;
outer: while (++index < length) {
let value: T | 0 = array[index];
const computed = iterateeFn ? iterateeFn(value) : value;
value = value !== 0 ? value : 0;
if (computed === computed) {
let seenIndex = seen.length;
while (seenIndex--) {
if (seen[seenIndex] === computed) {
continue outer;
}
}
if (iterateeFn) {
seen.push(computed);
}
result.push(value);
} else if (!seen.includes(computed)) {
if (seen !== result) {
seen.push(computed);
}
result.push(value);
}
}
return result;
};
/* eslint-enable indent */
export const uniq = uniqBy();
type Zip<T extends unknown[][]> = {
[I in keyof T]: T[I] extends (infer U)[] ? U : never;
}[];
/**
* Creates an array of grouped elements, the first of which contains
* the first elements of the given arrays, the second of which contains
* the second elements of the given arrays, and so on.
*/
export const zip = <T extends unknown[][]>(...arrays: T): Zip<T> => {
if (arrays.length === 0) {
return;
}
const numArrays = arrays.length;
const numValues = arrays[0].length;
const result = [];
for (let valueIndex = 0; valueIndex < numValues; valueIndex++) {
const entry = [];
for (let arrayIndex = 0; arrayIndex < numArrays; arrayIndex++) {
entry.push(arrays[arrayIndex][valueIndex]);
}
result.push(entry);
}
return result;
};
/**
* This method is like "zip" except that it accepts iteratee to
* specify how grouped values should be combined. The iteratee is
* invoked with the elements of each group.
*
* @returns {any[]}
*/
export const zipWith =
(iterateeFn) =>
(...arrays) => {
return map((values) => iterateeFn(...values))(zip(...arrays));
};