* 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
93 lines
2.5 KiB
C#
93 lines
2.5 KiB
C#
using System;
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using System.Collections.Generic;
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using Content.Shared.Body.Components;
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using Content.Shared.Damage;
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using Content.Shared.DragDrop;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.MedicalScanner
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{
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public abstract class SharedMedicalScannerComponent : Component, IDragDropOn
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{
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public override string Name => "MedicalScanner";
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[Serializable, NetSerializable]
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public class MedicalScannerBoundUserInterfaceState : BoundUserInterfaceState
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{
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public readonly EntityUid? Entity;
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public readonly IReadOnlyDictionary<string, int> DamagePerGroup;
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public readonly IReadOnlyDictionary<string, int> DamagePerType;
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public readonly bool IsScanned;
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public MedicalScannerBoundUserInterfaceState(
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EntityUid? entity,
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DamageableComponent? damageable,
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bool isScanned)
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{
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Entity = entity;
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DamagePerGroup = damageable?.DamagePerGroup ?? new();
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DamagePerType = damageable?.Damage?.DamageDict ?? new();
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IsScanned = isScanned;
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}
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public bool HasDamage()
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{
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return DamagePerType.Count > 0;
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}
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}
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[Serializable, NetSerializable]
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public enum MedicalScannerUiKey
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{
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Key
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}
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[Serializable, NetSerializable]
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public enum MedicalScannerVisuals
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{
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Status
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}
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[Serializable, NetSerializable]
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public enum MedicalScannerStatus
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{
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Off,
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Open,
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Red,
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Death,
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Green,
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Yellow,
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}
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[Serializable, NetSerializable]
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public enum UiButton
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{
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ScanDNA,
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}
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[Serializable, NetSerializable]
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public class UiButtonPressedMessage : BoundUserInterfaceMessage
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{
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public readonly UiButton Button;
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public UiButtonPressedMessage(UiButton button)
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{
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Button = button;
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}
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}
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public bool CanInsert(IEntity entity)
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{
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return entity.HasComponent<SharedBodyComponent>();
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}
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bool IDragDropOn.CanDragDropOn(DragDropEvent eventArgs)
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{
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return CanInsert(eventArgs.Dragged);
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}
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public abstract bool DragDropOn(DragDropEvent eventArgs);
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}
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}
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