Files
tbd-station-14/Content.Server/Body/Commands/AttachBodyPartCommand.cs
Leon Friedrich 6cb58e608b ECS verbs and update context menu (#4594)
* Functioning ECS verbs

Currently only ID card console works.

* Changed verb types and allow ID card insertions

* Verb GUI sorting and verb networking

* More networking, and shared components

* Clientside verbs work now.

* Verb enums changed to bitmask flags

* Verb Categories redo

* Fix range check

* GasTank Verb

* Remove unnecessary bodypart verb

* Buckle Verb

* buckle & unbuckle verbs

* Updated range checks

* Item cabinet verbs

* Add range user override

* construction verb

* Chemistry machine verbs

* Climb Verb

* Generalise pulled entity verbs

* ViewVariables Verb

* rejuvenate, delete, sentient, control verbs

* Outfit verb

* inrangeunoccluded and tubedirection verbs

* attach-to verbs

* remove unused verbs and move VV

* Rename DebugVerbSystem

* Ghost role and pointing verbs

* Remove global verbs

* Allow verbs to raise events

* Changing categories and simplifying debug verbs

* Add rotate and flip verbs

* fix rejuvenate test

* redo context menu

* new Add Gas debug verb

* Add Set Temperature debug verb

* Uncuff verb

* Disposal unit verbs

* Add pickup verb

* lock/unlock verb

* Remove verb type, add specific verb events

* rename verb messages -> events

* Context menu displays verbs by interaction type

* Updated context menu HandleMove

previously, checked if entities moved 1 tile from click location.

Now checks if entities moved out of view.

Now you can actually right-click interact with yourself while walking!

* Misc Verb menu GUI changes

* Fix non-human/ghost verbs

* Update types and categories

* Allow non-ghost/human to open context menu

* configuration verb

* tagger verb

* Morgue Verbs

* Medical Scanner Verbs

* Fix solution refactor merge issues

* Fix context menu in-view check

* Remove prepare GUI

* Redo verb restrictions

* Fix context menu UI

* Disposal Verbs

* Spill verb

* Light verb

* Hand Held light verb

* power cell verbs

* storage verbs

and adding names to insert/eject

* Pulling verb

* Close context menu on verb execution

* Strip verb

* AmmoBox verb

* fix pull verb

* gun barrel verbs

revolver verb
energy weapon verbs
Bolt action verb

* Magazine gun barrel  verbs

* Add charger verbs

* PDA verbs

* Transfer amount verb

* Add reagent verb

* make alt-click use ECS verbs

* Delete old verb files

* Magboot verb

* finalising tweaks

* context menu visibility changes

* code cleanup

* Update AdminAddReagentUI.cs

* Remove HasFlag

* Consistent verb keys

* Remove Linq, add comment

* Fix in-inventory check

* Update GUI text alignment and padding

* Added close-menu option

* Changed some "interaction" verbs to "activation"

* Remove verb keys, use sorted sets

* fix master merge

* update some verb text

* Undo Changes

Remove some new verbs that can be added later

undid some .ftl bugfixes, can and should be done separately

* fix merge

* Undo file rename

* fix merge

* Misc Cleanup

* remove contraction

* Fix keybinding issue

* fix comment

* merge fix

* fix merge

* fix merge

* fix merge

* fix merge

* fix open-close verbs

* adjust uncuff verb

* fix merge

and undo the renaming of SharedPullableComponent to PullableComponent. I'm tired of all of those merge conflicts
2021-10-04 20:29:03 -07:00

106 lines
3.7 KiB
C#

using Content.Server.Administration;
using Content.Shared.Administration;
using Content.Shared.Body.Components;
using Content.Shared.Body.Part;
using Robust.Server.Player;
using Robust.Shared.Console;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using static Content.Server.Body.Part.BodyPartComponent;
namespace Content.Server.Body.Commands
{
[AdminCommand(AdminFlags.Fun)]
public class AttachBodyPartCommand : IConsoleCommand
{
public string Command => "attachbodypart";
public string Description => "Attaches a body part to you or someone else.";
public string Help => $"{Command} <partEntityUid> / {Command} <entityUid> <partEntityUid>";
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
var player = shell.Player as IPlayerSession;
var entityManager = IoCManager.Resolve<IEntityManager>();
IEntity entity;
EntityUid partUid;
switch (args.Length)
{
case 1:
if (player == null)
{
shell.WriteLine($"You need to specify an entity to attach the part to if you aren't a player.\n{Help}");
return;
}
if (player.AttachedEntity == null)
{
shell.WriteLine($"You need to specify an entity to attach the part to if you aren't attached to an entity.\n{Help}");
return;
}
if (!EntityUid.TryParse(args[0], out partUid))
{
shell.WriteLine($"{args[0]} is not a valid entity uid.");
return;
}
entity = player.AttachedEntity;
break;
case 2:
if (!EntityUid.TryParse(args[0], out var entityUid))
{
shell.WriteLine($"{args[0]} is not a valid entity uid.");
return;
}
if (!EntityUid.TryParse(args[1], out partUid))
{
shell.WriteLine($"{args[1]} is not a valid entity uid.");
return;
}
if (!entityManager.TryGetEntity(entityUid, out var tempEntity))
{
shell.WriteLine($"{entityUid} is not a valid entity.");
return;
}
entity = tempEntity;
break;
default:
shell.WriteLine(Help);
return;
}
if (!entity.TryGetComponent(out SharedBodyComponent? body))
{
shell.WriteLine($"Entity {entity.Name} with uid {entity.Uid} does not have a {nameof(SharedBodyComponent)} component.");
return;
}
if (!entityManager.TryGetEntity(partUid, out var partEntity))
{
shell.WriteLine($"{partUid} is not a valid entity.");
return;
}
if (!partEntity.TryGetComponent(out SharedBodyPartComponent? part))
{
shell.WriteLine($"Entity {partEntity.Name} with uid {args[0]} does not have a {nameof(SharedBodyPartComponent)} component.");
return;
}
if (body.HasPart(part))
{
shell.WriteLine($"Body part {partEntity.Name} with uid {partEntity.Uid} is already attached to entity {entity.Name} with uid {entity.Uid}");
return;
}
body.SetPart($"AttachBodyPartVerb-{partEntity.Uid}", part);
}
}
}