ECS verbs and update context menu (#4594)
* Functioning ECS verbs Currently only ID card console works. * Changed verb types and allow ID card insertions * Verb GUI sorting and verb networking * More networking, and shared components * Clientside verbs work now. * Verb enums changed to bitmask flags * Verb Categories redo * Fix range check * GasTank Verb * Remove unnecessary bodypart verb * Buckle Verb * buckle & unbuckle verbs * Updated range checks * Item cabinet verbs * Add range user override * construction verb * Chemistry machine verbs * Climb Verb * Generalise pulled entity verbs * ViewVariables Verb * rejuvenate, delete, sentient, control verbs * Outfit verb * inrangeunoccluded and tubedirection verbs * attach-to verbs * remove unused verbs and move VV * Rename DebugVerbSystem * Ghost role and pointing verbs * Remove global verbs * Allow verbs to raise events * Changing categories and simplifying debug verbs * Add rotate and flip verbs * fix rejuvenate test * redo context menu * new Add Gas debug verb * Add Set Temperature debug verb * Uncuff verb * Disposal unit verbs * Add pickup verb * lock/unlock verb * Remove verb type, add specific verb events * rename verb messages -> events * Context menu displays verbs by interaction type * Updated context menu HandleMove previously, checked if entities moved 1 tile from click location. Now checks if entities moved out of view. Now you can actually right-click interact with yourself while walking! * Misc Verb menu GUI changes * Fix non-human/ghost verbs * Update types and categories * Allow non-ghost/human to open context menu * configuration verb * tagger verb * Morgue Verbs * Medical Scanner Verbs * Fix solution refactor merge issues * Fix context menu in-view check * Remove prepare GUI * Redo verb restrictions * Fix context menu UI * Disposal Verbs * Spill verb * Light verb * Hand Held light verb * power cell verbs * storage verbs and adding names to insert/eject * Pulling verb * Close context menu on verb execution * Strip verb * AmmoBox verb * fix pull verb * gun barrel verbs revolver verb energy weapon verbs Bolt action verb * Magazine gun barrel verbs * Add charger verbs * PDA verbs * Transfer amount verb * Add reagent verb * make alt-click use ECS verbs * Delete old verb files * Magboot verb * finalising tweaks * context menu visibility changes * code cleanup * Update AdminAddReagentUI.cs * Remove HasFlag * Consistent verb keys * Remove Linq, add comment * Fix in-inventory check * Update GUI text alignment and padding * Added close-menu option * Changed some "interaction" verbs to "activation" * Remove verb keys, use sorted sets * fix master merge * update some verb text * Undo Changes Remove some new verbs that can be added later undid some .ftl bugfixes, can and should be done separately * fix merge * Undo file rename * fix merge * Misc Cleanup * remove contraction * Fix keybinding issue * fix comment * merge fix * fix merge * fix merge * fix merge * fix merge * fix open-close verbs * adjust uncuff verb * fix merge and undo the renaming of SharedPullableComponent to PullableComponent. I'm tired of all of those merge conflicts
This commit is contained in:
73
Content.Server/Administration/Commands/RejuvenateCommand.cs
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73
Content.Server/Administration/Commands/RejuvenateCommand.cs
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using Content.Server.Atmos.Components;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Nutrition.Components;
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using Content.Server.Nutrition.EntitySystems;
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using Content.Server.Stunnable.Components;
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using Content.Shared.Administration;
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using Content.Shared.Damage;
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using Content.Shared.MobState;
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using Content.Shared.Nutrition.Components;
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using Robust.Server.Player;
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using Robust.Shared.Console;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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namespace Content.Server.Administration.Commands
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{
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[AdminCommand(AdminFlags.Admin)]
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public class RejuvenateCommand : IConsoleCommand
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{
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public string Command => "rejuvenate";
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public string Description => Loc.GetString("rejuvenate-command-description");
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public string Help => Loc.GetString("rejuvenate-command-help-text");
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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var player = shell.Player as IPlayerSession;
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if (args.Length < 1 && player != null) //Try to heal the users mob if applicable
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{
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shell.WriteLine(Loc.GetString("rejuvenate-command-self-heal-message"));
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if (player.AttachedEntity == null)
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{
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shell.WriteLine(Loc.GetString("rejuvenate-command-no-entity-attached-message"));
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return;
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}
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PerformRejuvenate(player.AttachedEntity);
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}
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var entityManager = IoCManager.Resolve<IEntityManager>();
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foreach (var arg in args)
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{
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if(!EntityUid.TryParse(arg, out var uid) || !entityManager.TryGetEntity(uid, out var entity))
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{
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shell.WriteLine(Loc.GetString("shell-could-not-find-entity",("entity", arg)));
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continue;
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}
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PerformRejuvenate(entity);
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}
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}
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public static void PerformRejuvenate(IEntity target)
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{
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target.GetComponentOrNull<IMobStateComponent>()?.UpdateState(0);
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target.GetComponentOrNull<HungerComponent>()?.ResetFood();
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target.GetComponentOrNull<ThirstComponent>()?.ResetThirst();
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target.GetComponentOrNull<StunnableComponent>()?.ResetStuns();
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EntitySystem.Get<FlammableSystem>().Extinguish(target.Uid);
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if (target.TryGetComponent(out DamageableComponent? damageable))
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{
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EntitySystem.Get<DamageableSystem>().SetAllDamage(damageable, 0);
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}
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if (target.TryGetComponent(out CreamPiedComponent? creamPied))
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{
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EntitySystem.Get<CreamPieSystem>().SetCreamPied(target.Uid, creamPied, false);
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}
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}
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}
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}
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