* 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
96 lines
3.2 KiB
C#
96 lines
3.2 KiB
C#
using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Items.Storage;
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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.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects.Components.Container;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Localization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components
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{
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[RegisterComponent]
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public class PottedPlantHideComponent : Component, IInteractUsing, IInteractHand
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{
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private const int MaxItemSize = (int) ReferenceSizes.Pocket;
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public override string Name => "PottedPlantHide";
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[ViewVariables] private ContainerSlot _itemContainer;
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public override void Initialize()
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{
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base.Initialize();
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_itemContainer =
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ContainerManagerComponent.Ensure<ContainerSlot>("flashlight_cell_container", Owner, out _);
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}
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bool IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
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{
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if (_itemContainer.ContainedEntity != null)
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{
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Rustle();
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Owner.PopupMessage(eventArgs.User, Loc.GetString("There's already something in here?!"));
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return false;
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}
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var size = eventArgs.Using.GetComponent<ItemComponent>().ObjectSize;
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// TODO: use proper text macro system for this.
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if (size > MaxItemSize)
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{
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Owner.PopupMessage(eventArgs.User,
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Loc.GetString("{0:TheName} is too big to fit in the plant!", eventArgs.Using));
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return false;
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}
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var handsComponent = eventArgs.User.GetComponent<IHandsComponent>();
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if (!handsComponent.Drop(eventArgs.Using, _itemContainer))
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{
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return false;
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}
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Owner.PopupMessage(eventArgs.User, Loc.GetString("You hide {0:theName} in the plant.", eventArgs.Using));
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Rustle();
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return true;
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}
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bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
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{
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Rustle();
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if (_itemContainer.ContainedEntity == null)
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("You root around in the roots."));
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return true;
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}
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Owner.PopupMessage(eventArgs.User, Loc.GetString("There was something in there!"));
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if (eventArgs.User.TryGetComponent(out HandsComponent hands))
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{
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hands.PutInHandOrDrop(_itemContainer.ContainedEntity.GetComponent<ItemComponent>());
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}
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else if (_itemContainer.Remove(_itemContainer.ContainedEntity))
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{
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_itemContainer.ContainedEntity.Transform.GridPosition = Owner.Transform.GridPosition;
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}
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return true;
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}
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private void Rustle()
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{
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EntitySystem.Get<AudioSystem>()
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.PlayFromEntity("/Audio/Effects/plant_rustle.ogg", Owner, AudioHelpers.WithVariation(0.25f));
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}
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}
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}
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