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