Add changing the amount of hands on the GUI depending on your body parts (#1406)
* Multiple hands in gui first pass * Remove IHandsComponent interface * Create hand class and more hand textures * Refactor ServerHandsComponent to use a single list of hands * Seal SharedHand * Fix picked up items not showing on top of the hand buttons * Remove HandsGui buttons and panels dictionaries * Fix items in hands rendering * Fix wrong hand container comparison * Fix not updating the location of duplicate hands * Change ClientHandsComponent to use a SortedList instead of a dictionary * More merge conflict fixes * Change SortedList to List * Fix hand button order * Add item tooltip for more than 2 hands and updating when removing hands * Add add hand and remove hand command * Merge conflict fixes * Remove nullable reference type from ContainerSlot * Fix texture errors * Fix error when reaching 0 hands * Fix error when swapping hands with no hands * Merged remove hand methods * Fix item panel texture errors * Merge conflict fixes * Fix addhand and removehand command descriptions * Add properly displaying tooltips for 2 hands * Make hand indexes and locations consistent across the client and server * Add dropping held entity if a hand is removed * Change hand location to be calculated by index * Made different hand gui updates more consistent * Remove human body yml testing changes * Sanitize addhand and removehand commands * Merge conflict fixes * Remove testing changes * Revert body system changes * Add missing imports * Remove obsolete hands parameter in yml files * Fix broken import * Fix startup error and adding and removing hands on the same tick * Make hand container id use an uint In case someone gets more than 2 billion hands * Rename hand component files * Make hands state use an array
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@@ -1,7 +1,10 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.BodySystem;
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using Content.Server.Interfaces.GameTicking;
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using Content.Server.Players;
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using Content.Shared.BodySystem;
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using Content.Shared.Jobs;
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using Robust.Server.Interfaces.Console;
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using Robust.Server.Interfaces.Player;
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@@ -321,4 +324,56 @@ namespace Content.Server.GameTicking
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shell.SendText(player, $"Created unloaded map from file {args[1]} with id {args[0]}. Use \"savebp 4 foo.yml\" to save it.");
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}
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}
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class AddHandCommand : IClientCommand
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{
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public string Command => "addhand";
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public string Description => "Adds a hand to your entity.";
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public string Help => $"Usage: {Command}";
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public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
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{
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if (player == null)
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{
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shell.SendText(player, "Only a player can run this command.");
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return;
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}
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if (player.AttachedEntity == null)
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{
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shell.SendText(player, "You have no entity.");
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return;
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}
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var manager = player.AttachedEntity.GetComponent<BodyManagerComponent>();
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var hand = manager.PartDictionary.First(x => x.Key == string.Join(" ", args));
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manager.InstallBodyPart(hand.Value, hand.Key + new Random());
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}
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}
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class RemoveHandCommand : IClientCommand
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{
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public string Command => "removehand";
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public string Description => "Removes a hand from your entity.";
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public string Help => $"Usage: {Command}";
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public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
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{
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if (player == null)
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{
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shell.SendText(player, "Only a player can run this command.");
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return;
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}
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if (player.AttachedEntity == null)
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{
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shell.SendText(player, "You have no entity.");
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return;
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}
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var manager = player.AttachedEntity.GetComponent<BodyManagerComponent>();
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var hand = manager.PartDictionary.First(x => x.Value.PartType == BodyPartType.Hand);
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manager.DisconnectBodyPart(hand.Value, true);
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}
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}
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}
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