Files
tbd-station-14/Content.Server/Sandbox/SandboxManager.cs
DrSmugleaf 4b4e83d2bf 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
2020-07-25 15:11:16 +02:00

128 lines
4.3 KiB
C#

using Content.Server.GameObjects;
using Content.Server.GameObjects.Components;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameTicking;
using Content.Server.Interfaces.GameTicking;
using Content.Shared.Sandbox;
using Robust.Server.Console;
using Robust.Server.Interfaces.Placement;
using Robust.Server.Interfaces.Player;
using Robust.Server.Player;
using Robust.Shared.Enums;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Network;
using Robust.Shared.IoC;
using Robust.Shared.ViewVariables;
namespace Content.Server.Sandbox
{
internal sealed class SandboxManager : SharedSandboxManager, ISandboxManager
{
#pragma warning disable 649
[Dependency] private readonly IPlayerManager _playerManager;
[Dependency] private readonly IServerNetManager _netManager;
[Dependency] private readonly IGameTicker _gameTicker;
[Dependency] private readonly IPlacementManager _placementManager;
[Dependency] private readonly IConGroupController _conGroupController;
[Dependency] private readonly IEntityManager _entityManager;
#pragma warning restore 649
private bool _isSandboxEnabled;
[ViewVariables(VVAccess.ReadWrite)]
public bool IsSandboxEnabled
{
get => _isSandboxEnabled;
set
{
_isSandboxEnabled = value;
UpdateSandboxStatusForAll();
}
}
public void Initialize()
{
_netManager.RegisterNetMessage<MsgSandboxStatus>(nameof(MsgSandboxStatus));
_netManager.RegisterNetMessage<MsgSandboxRespawn>(nameof(MsgSandboxRespawn), SandboxRespawnReceived);
_netManager.RegisterNetMessage<MsgSandboxGiveAccess>(nameof(MsgSandboxGiveAccess), SandboxGiveAccessReceived);
_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
_gameTicker.OnRunLevelChanged += GameTickerOnOnRunLevelChanged;
_placementManager.AllowPlacementFunc = placement =>
{
if (IsSandboxEnabled)
{
return true;
}
var channel = placement.MsgChannel;
var player = _playerManager.GetSessionByChannel(channel);
if (_conGroupController.CanAdminPlace(player))
{
return true;
}
return false;
};
}
private void GameTickerOnOnRunLevelChanged(GameRunLevelChangedEventArgs obj)
{
// Automatically clear sandbox state when round resets.
if (obj.NewRunLevel == GameRunLevel.PreRoundLobby)
{
IsSandboxEnabled = false;
}
}
private void OnPlayerStatusChanged(object sender, SessionStatusEventArgs e)
{
if (e.NewStatus != SessionStatus.Connected || e.OldStatus != SessionStatus.Connecting)
{
return;
}
var msg = _netManager.CreateNetMessage<MsgSandboxStatus>();
msg.SandboxAllowed = IsSandboxEnabled;
_netManager.ServerSendMessage(msg, e.Session.ConnectedClient);
}
private void SandboxRespawnReceived(MsgSandboxRespawn message)
{
if (!IsSandboxEnabled)
{
return;
}
var player = _playerManager.GetSessionByChannel(message.MsgChannel);
_gameTicker.Respawn(player);
}
private void SandboxGiveAccessReceived(MsgSandboxGiveAccess message)
{
if(!IsSandboxEnabled)
{
return;
}
var player = _playerManager.GetSessionByChannel(message.MsgChannel);
if(player.AttachedEntity.TryGetComponent<HandsComponent>(out var hands))
{
;
hands.PutInHandOrDrop(
_entityManager.SpawnEntity("CaptainIDCard",
player.AttachedEntity.Transform.GridPosition).GetComponent<ItemComponent>());
}
}
private void UpdateSandboxStatusForAll()
{
var msg = _netManager.CreateNetMessage<MsgSandboxStatus>();
msg.SandboxAllowed = IsSandboxEnabled;
_netManager.ServerSendToAll(msg);
}
}
}