* 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
174 lines
6.6 KiB
C#
174 lines
6.6 KiB
C#
using Content.Server.GameObjects;
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using Content.Server.GameObjects.Components.Observer;
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using Content.Server.Interfaces.Chat;
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using Content.Server.Interfaces.GameObjects;
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using Content.Server.Players;
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using Content.Shared.GameObjects;
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using Robust.Server.Interfaces.Console;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using System.Linq;
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using Content.Server.GameObjects.Components;
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using Content.Server.GameObjects.Components.GUI;
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namespace Content.Server.Chat
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{
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internal class SayCommand : IClientCommand
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{
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public string Command => "say";
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public string Description => "Send chat messages to the local channel or a specified radio channel.";
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public string Help => "say <text>";
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public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
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{
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if (player.Status != SessionStatus.InGame || !player.AttachedEntityUid.HasValue)
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return;
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if (args.Length < 1)
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return;
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var chat = IoCManager.Resolve<IChatManager>();
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var message = string.Join(" ", args);
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if (player.AttachedEntity.HasComponent<GhostComponent>())
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chat.SendDeadChat(player, message);
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else
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{
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var mindComponent = player.ContentData().Mind;
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chat.EntitySay(mindComponent.OwnedEntity, message);
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}
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}
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}
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internal class MeCommand : IClientCommand
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{
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public string Command => "me";
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public string Description => "Perform an action.";
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public string Help => "me <text>";
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public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
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{
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if (player.Status != SessionStatus.InGame || !player.AttachedEntityUid.HasValue)
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return;
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if (args.Length < 1)
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return;
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var chat = IoCManager.Resolve<IChatManager>();
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var action = string.Join(" ", args);
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var mindComponent = player.ContentData().Mind;
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chat.EntityMe(mindComponent.OwnedEntity, action);
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}
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}
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internal class OOCCommand : IClientCommand
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{
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public string Command => "ooc";
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public string Description => "Send Out Of Character chat messages.";
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public string Help => "ooc <text>";
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public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
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{
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var chat = IoCManager.Resolve<IChatManager>();
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chat.SendOOC(player, string.Join(" ", args));
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}
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}
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internal class AdminChatCommand : IClientCommand
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{
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public string Command => "asay";
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public string Description => "Send chat messages to the private admin chat channel.";
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public string Help => "asay <text>";
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public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
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{
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var chat = IoCManager.Resolve<IChatManager>();
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chat.SendAdminChat(player, string.Join(" ", args));
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}
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}
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internal class SuicideCommand : IClientCommand
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{
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public string Command => "suicide";
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public string Description => "Commits suicide";
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public string Help => "The suicide command gives you a quick way out of a round while remaining in-character.\n" +
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"The method varies, first it will attempt to use the held item in your active hand.\n" +
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"If that fails, it will attempt to use an object in the environment.\n" +
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"Finally, if neither of the above worked, you will die by biting your tongue.";
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private void DealDamage(ISuicideAct suicide, IChatManager chat, DamageableComponent damageableComponent, IEntity source, IEntity target)
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{
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SuicideKind kind = suicide.Suicide(target, chat);
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if (kind != SuicideKind.Special)
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{
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damageableComponent.TakeDamage(kind switch
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{
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SuicideKind.Brute => DamageType.Brute,
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SuicideKind.Heat => DamageType.Heat,
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SuicideKind.Cold => DamageType.Cold,
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SuicideKind.Acid => DamageType.Acid,
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SuicideKind.Toxic => DamageType.Toxic,
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SuicideKind.Electric => DamageType.Electric,
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_ => DamageType.Brute
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},
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500, //TODO: needs to be a max damage of some sorts
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source,
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target);
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}
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}
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public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
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{
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if (player.Status != SessionStatus.InGame)
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return;
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var chat = IoCManager.Resolve<IChatManager>();
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var owner = player.ContentData().Mind.OwnedMob.Owner;
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var dmgComponent = owner.GetComponent<DamageableComponent>();
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//TODO: needs to check if the mob is actually alive
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//TODO: maybe set a suicided flag to prevent ressurection?
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// Held item suicide
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var handsComponent = owner.GetComponent<HandsComponent>();
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var itemComponent = handsComponent.GetActiveHand;
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if (itemComponent != null)
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{
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ISuicideAct suicide = itemComponent.Owner.GetAllComponents<ISuicideAct>().FirstOrDefault();
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if (suicide != null)
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{
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DealDamage(suicide, chat, dmgComponent, itemComponent.Owner, owner);
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return;
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}
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}
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// Get all entities in range of the suicider
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var entities = owner.EntityManager.GetEntitiesInRange(owner, 1, true);
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if (entities.Count() > 0)
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{
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foreach (var entity in entities)
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{
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if (entity.HasComponent<ItemComponent>())
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continue;
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var suicide = entity.GetAllComponents<ISuicideAct>().FirstOrDefault();
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if (suicide != null)
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{
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DealDamage(suicide, chat, dmgComponent, entity, owner);
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return;
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}
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}
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}
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// Default suicide, bite your tongue
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chat.EntityMe(owner, Loc.GetString("is attempting to bite {0:their} own tongue, looks like {0:theyre} trying to commit suicide!", owner)); //TODO: theyre macro
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dmgComponent.TakeDamage(DamageType.Brute, 500, owner, owner); //TODO: dmg value needs to be a max damage of some sorts
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}
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}
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}
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