Click Drag Functionality + Refactor Interaction Interfaces (#1125)
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
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@@ -9,7 +9,7 @@ using Robust.Shared.ViewVariables;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Map;
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using System.Linq;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces.GameObjects.Components.Interaction;
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namespace Content.Server.BodySystem {
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@@ -15,6 +15,7 @@ using Robust.Server.Interfaces.Player;
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using Content.Shared.Interfaces;
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using Robust.Shared.Interfaces.Random;
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using System.Linq;
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using Content.Server.Interfaces.GameObjects.Components.Interaction;
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using Robust.Shared.Localization;
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namespace Content.Server.BodySystem
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@@ -22,7 +23,7 @@ namespace Content.Server.BodySystem
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/// <summary>
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/// Component representing a dropped, tangible <see cref="BodyPart"/> entity.
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/// </summary>
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/// </summary>
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[RegisterComponent]
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public class DroppedBodyPartComponent : Component, IAfterInteract, IBodyPartContainer
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{
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@@ -1,4 +1,4 @@
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces.GameObjects.Components.Interaction;
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using Robust.Server.GameObjects.Components.UserInterface;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.GameObjects;
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@@ -16,13 +16,14 @@ using Robust.Server.Interfaces.Player;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.Interfaces.GameObjects;
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using System.Diagnostics;
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using Content.Server.Interfaces.GameObjects.Components.Interaction;
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using Robust.Shared.Localization;
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namespace Content.Server.BodySystem {
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/// <summary>
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/// Component representing a dropped, tangible <see cref="Mechanism"/> entity.
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/// </summary>
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/// </summary>
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[RegisterComponent]
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public class DroppedMechanismComponent : Component, IAfterInteract
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{
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@@ -130,7 +131,7 @@ namespace Content.Server.BodySystem {
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}
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/// <summary>
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/// Called after the client chooses from a list of possible BodyParts that can be operated on.
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/// Called after the client chooses from a list of possible BodyParts that can be operated on.
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/// </summary>
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private void HandleReceiveBodyPart(int key)
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{
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@@ -1,6 +1,7 @@
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using System;
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using System.Collections.Generic;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces.GameObjects.Components.Interaction;
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using Content.Shared.BodySystem;
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using Content.Shared.GameObjects;
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using Content.Shared.Interfaces;
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@@ -65,7 +66,7 @@ namespace Content.Server.BodySystem
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{
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var toSend = new Dictionary<string, int>(); //Create dictionary to send to client (text to be shown : data sent back if selected)
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foreach (var(key, value) in bodyManager.PartDictionary) { //For each limb in the target, add it to our cache if it is a valid option.
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if (value.SurgeryCheck(_surgeryType))
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if (value.SurgeryCheck(_surgeryType))
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{
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_optionsCache.Add(_idHash, value);
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toSend.Add(key + ": " + value.Name, _idHash++);
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@@ -171,7 +172,7 @@ namespace Content.Server.BodySystem
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}
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/// <summary>
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/// Called after the client chooses from a list of possible <see cref="BodyPart">BodyParts</see> that can be operated on.
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/// Called after the client chooses from a list of possible <see cref="BodyPart">BodyParts</see> that can be operated on.
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/// </summary>
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private void HandleReceiveBodyPart(int key)
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{
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