* 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
380 lines
12 KiB
C#
380 lines
12 KiB
C#
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;
|
|
using Robust.Shared.IoC;
|
|
using Robust.Shared.Network;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Utility;
|
|
|
|
namespace Content.Server.GameTicking
|
|
{
|
|
class DelayStartCommand : IClientCommand
|
|
{
|
|
public string Command => "delaystart";
|
|
public string Description => "Delays the round start.";
|
|
public string Help => $"Usage: {Command} <seconds>\nPauses/Resumes the countdown if no argument is provided.";
|
|
|
|
public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
|
|
{
|
|
var ticker = IoCManager.Resolve<IGameTicker>();
|
|
if (ticker.RunLevel != GameRunLevel.PreRoundLobby)
|
|
{
|
|
shell.SendText(player, "This can only be executed while the game is in the pre-round lobby.");
|
|
return;
|
|
}
|
|
|
|
if (args.Length == 0)
|
|
{
|
|
var paused = ticker.TogglePause();
|
|
shell.SendText(player, paused ? "Paused the countdown." : "Resumed the countdown.");
|
|
return;
|
|
}
|
|
|
|
if (args.Length != 1)
|
|
{
|
|
shell.SendText(player, "Need zero or one arguments.");
|
|
return;
|
|
}
|
|
|
|
if (!uint.TryParse(args[0], out var seconds) || seconds == 0)
|
|
{
|
|
shell.SendText(player, $"{args[0]} isn't a valid amount of seconds.");
|
|
return;
|
|
}
|
|
|
|
var time = TimeSpan.FromSeconds(seconds);
|
|
if (!ticker.DelayStart(time))
|
|
{
|
|
shell.SendText(player, "An unknown error has occurred.");
|
|
}
|
|
}
|
|
}
|
|
|
|
class StartRoundCommand : IClientCommand
|
|
{
|
|
public string Command => "startround";
|
|
public string Description => "Ends PreRoundLobby state and starts the round.";
|
|
public string Help => String.Empty;
|
|
|
|
public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
|
|
{
|
|
var ticker = IoCManager.Resolve<IGameTicker>();
|
|
|
|
if (ticker.RunLevel != GameRunLevel.PreRoundLobby)
|
|
{
|
|
shell.SendText(player, "This can only be executed while the game is in the pre-round lobby.");
|
|
return;
|
|
}
|
|
|
|
ticker.StartRound();
|
|
}
|
|
}
|
|
|
|
class EndRoundCommand : IClientCommand
|
|
{
|
|
public string Command => "endround";
|
|
public string Description => "Ends the round and moves the server to PostRound.";
|
|
public string Help => String.Empty;
|
|
|
|
public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
|
|
{
|
|
var ticker = IoCManager.Resolve<IGameTicker>();
|
|
|
|
if (ticker.RunLevel != GameRunLevel.InRound)
|
|
{
|
|
shell.SendText(player, "This can only be executed while the game is in a round.");
|
|
return;
|
|
}
|
|
|
|
ticker.EndRound();
|
|
}
|
|
}
|
|
|
|
class NewRoundCommand : IClientCommand
|
|
{
|
|
public string Command => "restartround";
|
|
public string Description => "Moves the server from PostRound to a new PreRoundLobby.";
|
|
public string Help => String.Empty;
|
|
|
|
public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
|
|
{
|
|
var ticker = IoCManager.Resolve<IGameTicker>();
|
|
ticker.RestartRound();
|
|
}
|
|
}
|
|
|
|
class RespawnCommand : IClientCommand
|
|
{
|
|
public string Command => "respawn";
|
|
public string Description => "Respawns a player, kicking them back to the lobby.";
|
|
public string Help => "respawn [player]";
|
|
|
|
public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
|
|
{
|
|
if (args.Length > 1)
|
|
{
|
|
shell.SendText(player, "Must provide <= 1 argument.");
|
|
return;
|
|
}
|
|
|
|
var playerMgr = IoCManager.Resolve<IPlayerManager>();
|
|
var ticker = IoCManager.Resolve<IGameTicker>();
|
|
|
|
NetSessionId sessionId;
|
|
if (args.Length == 0)
|
|
{
|
|
if (player == null)
|
|
{
|
|
shell.SendText((IPlayerSession)null, "If not a player, an argument must be given.");
|
|
return;
|
|
}
|
|
|
|
sessionId = player.SessionId;
|
|
}
|
|
else
|
|
{
|
|
sessionId = new NetSessionId(args[0]);
|
|
}
|
|
|
|
if (!playerMgr.TryGetSessionById(sessionId, out var targetPlayer))
|
|
{
|
|
if (!playerMgr.TryGetPlayerData(sessionId, out var data))
|
|
{
|
|
shell.SendText(player, "Unknown player");
|
|
return;
|
|
}
|
|
|
|
data.ContentData().WipeMind();
|
|
shell.SendText(player,
|
|
"Player is not currently online, but they will respawn if they come back online");
|
|
return;
|
|
}
|
|
|
|
ticker.Respawn(targetPlayer);
|
|
}
|
|
}
|
|
|
|
class ObserveCommand : IClientCommand
|
|
{
|
|
public string Command => "observe";
|
|
public string Description => "";
|
|
public string Help => "";
|
|
|
|
public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
|
|
{
|
|
if (player == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var ticker = IoCManager.Resolve<IGameTicker>();
|
|
ticker.MakeObserve(player);
|
|
}
|
|
}
|
|
|
|
class JoinGameCommand : IClientCommand
|
|
{
|
|
#pragma warning disable 649
|
|
[Dependency] private IPrototypeManager _prototypeManager;
|
|
#pragma warning restore 649
|
|
public string Command => "joingame";
|
|
public string Description => "";
|
|
public string Help => "";
|
|
|
|
public JoinGameCommand()
|
|
{
|
|
IoCManager.InjectDependencies(this);
|
|
}
|
|
public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
|
|
{
|
|
var output = string.Join(".", args);
|
|
if (player == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var ticker = IoCManager.Resolve<IGameTicker>();
|
|
if (ticker.RunLevel == GameRunLevel.PreRoundLobby)
|
|
{
|
|
shell.SendText(player, "Round has not started.");
|
|
return;
|
|
}
|
|
else if(ticker.RunLevel == GameRunLevel.InRound)
|
|
{
|
|
string ID = args[0];
|
|
var positions = ticker.GetAvailablePositions();
|
|
|
|
if(positions.GetValueOrDefault(ID, 0) == 0) //n < 0 is treated as infinite
|
|
{
|
|
var jobPrototype = _prototypeManager.Index<JobPrototype>(ID);
|
|
shell.SendText(player, $"{jobPrototype.Name} has no available slots.");
|
|
return;
|
|
}
|
|
ticker.MakeJoinGame(player, args[0].ToString());
|
|
return;
|
|
}
|
|
|
|
ticker.MakeJoinGame(player, null);
|
|
}
|
|
}
|
|
|
|
class ToggleReadyCommand : IClientCommand
|
|
{
|
|
public string Command => "toggleready";
|
|
public string Description => "";
|
|
public string Help => "";
|
|
|
|
public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
|
|
{
|
|
if (player == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var ticker = IoCManager.Resolve<IGameTicker>();
|
|
ticker.ToggleReady(player, bool.Parse(args[0]));
|
|
}
|
|
}
|
|
|
|
class SetGamePresetCommand : IClientCommand
|
|
{
|
|
public string Command => "setgamepreset";
|
|
public string Description => "";
|
|
public string Help => "";
|
|
|
|
public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
|
|
{
|
|
if (args.Length != 1)
|
|
{
|
|
shell.SendText(player, "Need exactly one argument.");
|
|
return;
|
|
}
|
|
|
|
var ticker = IoCManager.Resolve<IGameTicker>();
|
|
|
|
ticker.SetStartPreset(args[0]);
|
|
}
|
|
}
|
|
|
|
class ForcePresetCommand : IClientCommand
|
|
{
|
|
public string Command => "forcepreset";
|
|
public string Description => "Forces a specific game preset to start for the current lobby.";
|
|
public string Help => $"Usage: {Command} <preset>";
|
|
|
|
public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
|
|
{
|
|
var ticker = IoCManager.Resolve<IGameTicker>();
|
|
if (ticker.RunLevel != GameRunLevel.PreRoundLobby)
|
|
{
|
|
shell.SendText(player, "This can only be executed while the game is in the pre-round lobby.");
|
|
return;
|
|
}
|
|
|
|
if (args.Length != 1)
|
|
{
|
|
shell.SendText(player, "Need exactly one argument.");
|
|
return;
|
|
}
|
|
|
|
var name = args[0];
|
|
if (!ticker.TryGetPreset(name, out var type))
|
|
{
|
|
shell.SendText(player, $"No preset exists with name {name}.");
|
|
return;
|
|
}
|
|
|
|
ticker.SetStartPreset(type, true);
|
|
shell.SendText(player, $"Forced the game to start with preset {name}.");
|
|
}
|
|
}
|
|
|
|
class MappingCommand : IClientCommand
|
|
{
|
|
public string Command => "mapping";
|
|
public string Description => "Creates and teleports you to a new uninitialized map for mapping.";
|
|
public string Help => $"Usage: {Command} <id> <mapname>";
|
|
|
|
public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
|
|
{
|
|
if (player == null)
|
|
{
|
|
shell.SendText(player, "Only players can use this command");
|
|
return;
|
|
}
|
|
|
|
if (args.Length != 2)
|
|
{
|
|
shell.SendText(player, Help);
|
|
return;
|
|
}
|
|
|
|
shell.ExecuteCommand(player, $"addmap {args[0]} false");
|
|
shell.ExecuteCommand(player, $"loadbp {args[0]} \"{CommandParsing.Escape(args[1])}\"");
|
|
shell.ExecuteCommand(player, $"aghost");
|
|
shell.ExecuteCommand(player, $"tp 0 0 {args[0]}");
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|