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
This commit is contained in:
DrSmugleaf
2020-07-25 15:11:16 +02:00
committed by GitHub
parent 3a4ad42c80
commit 4b4e83d2bf
74 changed files with 1106 additions and 558 deletions

View File

@@ -1,7 +1,10 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.BodySystem;
using Content.Server.Interfaces.GameTicking;
using Content.Server.Players;
using Content.Shared.BodySystem;
using Content.Shared.Jobs;
using Robust.Server.Interfaces.Console;
using Robust.Server.Interfaces.Player;
@@ -321,4 +324,56 @@ namespace Content.Server.GameTicking
shell.SendText(player, $"Created unloaded map from file {args[1]} with id {args[0]}. Use \"savebp 4 foo.yml\" to save it.");
}
}
class AddHandCommand : IClientCommand
{
public string Command => "addhand";
public string Description => "Adds a hand to your entity.";
public string Help => $"Usage: {Command}";
public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
{
if (player == null)
{
shell.SendText(player, "Only a player can run this command.");
return;
}
if (player.AttachedEntity == null)
{
shell.SendText(player, "You have no entity.");
return;
}
var manager = player.AttachedEntity.GetComponent<BodyManagerComponent>();
var hand = manager.PartDictionary.First(x => x.Key == string.Join(" ", args));
manager.InstallBodyPart(hand.Value, hand.Key + new Random());
}
}
class RemoveHandCommand : IClientCommand
{
public string Command => "removehand";
public string Description => "Removes a hand from your entity.";
public string Help => $"Usage: {Command}";
public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
{
if (player == null)
{
shell.SendText(player, "Only a player can run this command.");
return;
}
if (player.AttachedEntity == null)
{
shell.SendText(player, "You have no entity.");
return;
}
var manager = player.AttachedEntity.GetComponent<BodyManagerComponent>();
var hand = manager.PartDictionary.First(x => x.Value.PartType == BodyPartType.Hand);
manager.DisconnectBodyPart(hand.Value, true);
}
}
}