* Initial * Cleanup a bunch of things * some changes dunno * RequireAnchored * a * stuff * more work * Lots of progress * delete pipe visualizer * a * b * pipenet and pipenode cleanup * Fixes * Adds GasValve * Adds GasMiner * Fix stuff, maybe? * More fixes * Ignored components on the client * Adds thermomachine behavior, change a bunch of stuff * Remove Anchored * some work, but it's shitcode * significantly more ECS * ECS AtmosDevices * Cleanup * fix appearance * when the pipe direction is sus * Gas tanks and canisters * pipe anchoring and stuff * coding is my passion * Unsafe pipes take longer to unanchor * turns out we're no longer using eris canisters * Gas canister inserted tank appearance, improvements * Work on a bunch of appearances * Scrubber appearance * Reorganize AtmosphereSystem.Piping into a bunch of different systems * Appearance for vent/scrubber/pump turns off when leaving atmosphere * ThermoMachine appearance * Cleanup gas tanks * Remove passive gate unused imports * remove old canister UI functionality * PipeNode environment air, make everything use AssumeAir instead of merging manually * a * Reorganize atmos to follow new structure * ????? * Canister UI, restructure client * Restructure shared * Fix build tho * listen, at least the canister UI works entirely... * fix build : ) * Atmos device prototypes have names and descriptions * gas canister ui slider doesn't jitter * trinary prototypes * sprite for miners * ignore components * fix YAML * Fix port system doing useless thing * Fix build * fix thinking moment * fix build again because * canister direction * pipenode is a word * GasTank Air will throw on invalid states * fix build.... * Unhardcode volume pump thresholds * Volume pump and filter take time into account * Rename Join/Leave atmosphere events to AtmosDeviceEnabled/Disabled Event * Gas tank node volume is set by initial mixtuer * I love node container
106 lines
3.6 KiB
C#
106 lines
3.6 KiB
C#
using System;
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using Content.Client.Markers;
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using Content.Client.Notifications.Managers;
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using Content.Shared.SubFloor;
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using Robust.Client.GameObjects;
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using Robust.Shared.Console;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using DrawDepth = Content.Shared.DrawDepth.DrawDepth;
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namespace Content.Client.Commands
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{
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internal sealed class ShowMarkersCommand : IConsoleCommand
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{
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// ReSharper disable once StringLiteralTypo
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public string Command => "showmarkers";
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public string Description => "Toggles visibility of markers such as spawn points.";
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public string Help => "";
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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EntitySystem.Get<MarkerSystem>()
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.MarkersVisible ^= true;
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}
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}
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internal sealed class ShowSubFloor : IConsoleCommand
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{
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// ReSharper disable once StringLiteralTypo
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public string Command => "showsubfloor";
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public string Description => "Makes entities below the floor always visible.";
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public string Help => $"Usage: {Command}";
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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EntitySystem.Get<SubFloorHideSystem>()
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.ShowAll ^= true;
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}
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}
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internal sealed class ShowSubFloorForever : IConsoleCommand
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{
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// ReSharper disable once StringLiteralTypo
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public string Command => "showsubfloorforever";
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public string Description => "Makes entities below the floor always visible until the client is restarted.";
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public string Help => $"Usage: {Command}";
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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EntitySystem.Get<SubFloorHideSystem>()
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.ShowAll = true;
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var components = IoCManager.Resolve<IEntityManager>().ComponentManager
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.EntityQuery<SubFloorHideComponent>(true);
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foreach (var component in components)
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{
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if (component.Owner.TryGetComponent(out ISpriteComponent? sprite))
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{
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sprite.DrawDepth = (int) DrawDepth.Overlays;
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}
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}
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}
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}
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internal sealed class NotifyCommand : IConsoleCommand
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{
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public string Command => "notify";
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public string Description => "Send a notify client side.";
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public string Help => "notify <message>";
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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var message = args[0];
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var notifyManager = IoCManager.Resolve<IClientNotifyManager>();
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notifyManager.PopupMessage(message);
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}
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}
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internal sealed class MappingCommand : IConsoleCommand
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{
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public string Command => "mapping";
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public string Description => "Creates and teleports you to a new uninitialized map for mapping.";
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public string Help => $"Usage: {Command} <mapname> / {Command} <id> <mapname>";
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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if (args.Length == 0)
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{
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shell.WriteLine(Help);
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return;
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}
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#if DEBUG
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shell.WriteError("WARNING: The client is using a debug build. You are risking losing your changes.");
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#endif
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shell.ConsoleHost.RegisteredCommands["togglelight"].Execute(shell, string.Empty, Array.Empty<string>());
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shell.ConsoleHost.RegisteredCommands["showsubfloorforever"].Execute(shell, string.Empty, Array.Empty<string>());
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shell.RemoteExecuteCommand(argStr);
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}
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}
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}
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