* 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
86 lines
3.3 KiB
C#
86 lines
3.3 KiB
C#
using Content.Server.Interfaces.GameObjects;
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using Content.Server.Interfaces.GameObjects.Components.Items;
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using Content.Shared.Audio;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.Mobs
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{
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public static class StandingStateHelper
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{
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/// <summary>
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/// Set's the mob standing state to down.
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/// </summary>
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/// <param name="entity">The mob in question</param>
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/// <param name="playSound">Whether to play a sound when falling down or not</param>
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/// <param name="dropItems">Whether to make the mob drop all the items on his hands</param>
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/// <param name="force">Whether or not to check if the entity can fall.</param>
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/// <returns>False if the mob was already downed or couldn't set the state</returns>
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public static bool Down(IEntity entity, bool playSound = true, bool dropItems = true, bool force = false)
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{
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if (!force && !EffectBlockerSystem.CanFall(entity))
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{
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return false;
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}
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if (!entity.TryGetComponent(out AppearanceComponent appearance))
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{
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return false;
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}
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var newState = SharedSpeciesComponent.MobState.Down;
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appearance.TryGetData<SharedSpeciesComponent.MobState>(SharedSpeciesComponent.MobVisuals.RotationState, out var oldState);
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if (newState != oldState)
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{
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appearance.SetData(SharedSpeciesComponent.MobVisuals.RotationState, newState);
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}
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if (playSound)
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{
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IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<AudioSystem>()
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.PlayFromEntity(AudioHelpers.GetRandomFileFromSoundCollection("bodyfall"), entity, AudioHelpers.WithVariation(0.25f));
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}
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if(dropItems)
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{
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DropAllItemsInHands(entity, false);
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}
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return true;
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}
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/// <summary>
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/// Sets the mob's standing state to standing.
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/// </summary>
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/// <param name="entity">The mob in question.</param>
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/// <returns>False if the mob was already standing or couldn't set the state</returns>
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public static bool Standing(IEntity entity)
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{
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if (!entity.TryGetComponent(out AppearanceComponent appearance)) return false;
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appearance.TryGetData<SharedSpeciesComponent.MobState>(SharedSpeciesComponent.MobVisuals.RotationState, out var oldState);
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var newState = SharedSpeciesComponent.MobState.Standing;
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if (newState == oldState)
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return false;
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appearance.SetData(SharedSpeciesComponent.MobVisuals.RotationState, newState);
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return true;
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}
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public static void DropAllItemsInHands(IEntity entity, bool doMobChecks = true)
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{
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if (!entity.TryGetComponent(out IHandsComponent hands)) return;
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foreach (var heldItem in hands.GetAllHeldItems())
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{
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hands.Drop(heldItem.Owner, doMobChecks);
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}
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}
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}
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}
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