Merge branch 'master' into no-tscn
This commit is contained in:
@@ -127,6 +127,7 @@
|
||||
<Compile Include="UserInterface\LobbyGui.cs" />
|
||||
<Compile Include="UserInterface\NanoStyle.cs" />
|
||||
<Compile Include="UserInterface\Placeholder.cs" />
|
||||
<Compile Include="UserInterface\TutorialButton.cs" />
|
||||
<Compile Include="Utility\ResourceCacheExtensions.cs" />
|
||||
<Compile Include="GameObjects\Components\Mobs\SpeciesVisualizer2D.cs" />
|
||||
</ItemGroup>
|
||||
|
||||
@@ -1,12 +1,10 @@
|
||||
using Content.Client.UserInterface;
|
||||
using Robust.Client.Console;
|
||||
using Robust.Client.Interfaces.Graphics;
|
||||
using Robust.Client.Interfaces.Input;
|
||||
using Robust.Client.Interfaces.Placement;
|
||||
using Robust.Client.Interfaces.ResourceManagement;
|
||||
using Robust.Client.Interfaces.State;
|
||||
using Robust.Client.State.States;
|
||||
using Robust.Client.UserInterface.CustomControls;
|
||||
using Robust.Shared.Input;
|
||||
using Robust.Shared.Interfaces.Configuration;
|
||||
using Robust.Shared.Interfaces.Map;
|
||||
@@ -19,7 +17,6 @@ namespace Content.Client
|
||||
{
|
||||
#pragma warning disable 649
|
||||
[Dependency] private readonly IStateManager _stateManager;
|
||||
[Dependency] private readonly IDisplayManager _displayManager;
|
||||
[Dependency] private readonly IClientConsole _clientConsole;
|
||||
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager;
|
||||
[Dependency] private readonly IPlacementManager _placementManager;
|
||||
@@ -41,7 +38,7 @@ namespace Content.Client
|
||||
if (obj.NewState is GameScreen)
|
||||
{
|
||||
// Switched TO GameScreen.
|
||||
_escapeMenu = new EscapeMenu(_displayManager, _clientConsole, _tileDefinitionManager, _placementManager,
|
||||
_escapeMenu = new EscapeMenu(_clientConsole, _tileDefinitionManager, _placementManager,
|
||||
_prototypeManager, _resourceCache, _configurationManager)
|
||||
{
|
||||
Visible = false
|
||||
|
||||
@@ -44,6 +44,7 @@ namespace Content.Client.GameTicking
|
||||
[ViewVariables] private LobbyGui _lobby;
|
||||
[ViewVariables] private bool _gameStarted;
|
||||
[ViewVariables] private DateTime _startTime;
|
||||
[ViewVariables] private TutorialButton _tutorialButton;
|
||||
|
||||
public void Initialize()
|
||||
{
|
||||
@@ -66,6 +67,11 @@ namespace Content.Client.GameTicking
|
||||
return;
|
||||
}
|
||||
|
||||
_updatePlayerList();
|
||||
}
|
||||
|
||||
private void _updatePlayerList()
|
||||
{
|
||||
_lobby.OnlinePlayerItemList.Clear();
|
||||
foreach (var session in _playerManager.Sessions.OrderBy(s => s.Name))
|
||||
{
|
||||
@@ -165,6 +171,12 @@ namespace Content.Client.GameTicking
|
||||
_gameChat = null;
|
||||
}
|
||||
|
||||
if (_tutorialButton != null)
|
||||
{
|
||||
_tutorialButton.Dispose();
|
||||
_tutorialButton = null;
|
||||
}
|
||||
|
||||
_tickerState = TickerState.InLobby;
|
||||
|
||||
_lobby = new LobbyGui(_localization, _resourceCache);
|
||||
@@ -208,6 +220,8 @@ namespace Content.Client.GameTicking
|
||||
};
|
||||
|
||||
_lobby.LeaveButton.OnPressed += args => _console.ProcessCommand("disconnect");
|
||||
|
||||
_updatePlayerList();
|
||||
}
|
||||
|
||||
private void _joinGame(MsgTickerJoinGame message)
|
||||
@@ -235,6 +249,9 @@ namespace Content.Client.GameTicking
|
||||
_gameChat = new ChatBox();
|
||||
_userInterfaceManager.StateRoot.AddChild(_gameChat);
|
||||
_chatManager.SetChatBox(_gameChat);
|
||||
_tutorialButton = new TutorialButton();
|
||||
_userInterfaceManager.StateRoot.AddChild(_tutorialButton);
|
||||
_tutorialButton.SetAnchorAndMarginPreset(Control.LayoutPreset.BottomLeft, Control.LayoutPresetMode.MinSize, 50);
|
||||
_gameChat.DefaultChatFormat = "say \"{0}\"";
|
||||
}
|
||||
|
||||
|
||||
@@ -18,7 +18,6 @@ namespace Content.Client.UserInterface
|
||||
private readonly IPlacementManager _placementManager;
|
||||
private readonly IPrototypeManager _prototypeManager;
|
||||
private readonly IResourceCache _resourceCache;
|
||||
private readonly IDisplayManager _displayManager;
|
||||
private readonly IConfigurationManager _configSystem;
|
||||
|
||||
private BaseButton QuitButton;
|
||||
@@ -27,16 +26,14 @@ namespace Content.Client.UserInterface
|
||||
private BaseButton SpawnTilesButton;
|
||||
private OptionsMenu optionsMenu;
|
||||
|
||||
public EscapeMenu(IDisplayManager displayManager,
|
||||
IClientConsole console,
|
||||
public EscapeMenu(IClientConsole console,
|
||||
ITileDefinitionManager tileDefinitionManager,
|
||||
IPlacementManager placementManager,
|
||||
IPrototypeManager prototypeManager,
|
||||
IResourceCache resourceCache,
|
||||
IConfigurationManager configSystem) : base(displayManager)
|
||||
IConfigurationManager configSystem)
|
||||
{
|
||||
_configSystem = configSystem;
|
||||
_displayManager = displayManager;
|
||||
_console = console;
|
||||
__tileDefinitionManager = tileDefinitionManager;
|
||||
_placementManager = placementManager;
|
||||
@@ -48,7 +45,7 @@ namespace Content.Client.UserInterface
|
||||
|
||||
private void PerformLayout()
|
||||
{
|
||||
optionsMenu = new OptionsMenu(_displayManager, _configSystem)
|
||||
optionsMenu = new OptionsMenu(_configSystem)
|
||||
{
|
||||
Visible = false
|
||||
};
|
||||
@@ -97,14 +94,14 @@ namespace Content.Client.UserInterface
|
||||
|
||||
private void OnSpawnEntitiesButtonClicked(BaseButton.ButtonEventArgs args)
|
||||
{
|
||||
var window = new EntitySpawnWindow(_displayManager, _placementManager, _prototypeManager, _resourceCache);
|
||||
var window = new EntitySpawnWindow(_placementManager, _prototypeManager, _resourceCache);
|
||||
window.AddToScreen();
|
||||
window.OpenToLeft();
|
||||
}
|
||||
|
||||
private void OnSpawnTilesButtonClicked(BaseButton.ButtonEventArgs args)
|
||||
{
|
||||
var window = new TileSpawnWindow(__tileDefinitionManager, _placementManager, _displayManager, _resourceCache);
|
||||
var window = new TileSpawnWindow(__tileDefinitionManager, _placementManager, _resourceCache);
|
||||
window.AddToScreen();
|
||||
window.OpenToLeft();
|
||||
}
|
||||
|
||||
61
Content.Client/UserInterface/TutorialButton.cs
Normal file
61
Content.Client/UserInterface/TutorialButton.cs
Normal file
@@ -0,0 +1,61 @@
|
||||
using Robust.Client.UserInterface.Controls;
|
||||
using Robust.Client.UserInterface.CustomControls;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Content.Client.UserInterface
|
||||
{
|
||||
internal sealed class TutorialButton : Button
|
||||
{
|
||||
private const string TutorialContents = @"Hi and welcome to Space Station 14!
|
||||
|
||||
This tutorial will assume that you know a bit about how SS13 plays.
|
||||
It's mostly intended to lay out the controls and their differences from SS13.
|
||||
|
||||
Just like in any game, WASD is movement. If that does not work, the server probably broke.
|
||||
|
||||
Clicking on things ""interacts"" in some object-defined sense with it, with your active hand.
|
||||
|
||||
X switches hands. Z uses the item in your hand. Q drops items. T focuses chat. C opens your inventory.
|
||||
|
||||
New to SS14: You can press ""E"" to activate objects. This functions similarly to clicking with an empty hand most of the time: opens interfaces, etc. The difference is that it works even without an empty hand. No longer do you need to drop your tools to use a computer!
|
||||
|
||||
You can talk in OOC by prefixing the message with [ or /ooc.
|
||||
|
||||
If you are not on a QWERTY keyboard, the keys mentioned above are bound to the physical location on your keyboard,
|
||||
not what letter they correspond to. For example on AZERTY movement is ZQSD, drop is A, W is activate in hand.
|
||||
|
||||
If you have any feedback, questions, bug reports, etc..., do not be afraid to tell us!
|
||||
You can ask on Discord or heck, just write it in OOC, we'll catch it.
|
||||
";
|
||||
|
||||
|
||||
public TutorialButton()
|
||||
{
|
||||
OnPressed += OnOnPressed;
|
||||
|
||||
Text = "Tutorial";
|
||||
}
|
||||
|
||||
private void OnOnPressed(ButtonEventArgs obj)
|
||||
{
|
||||
_openTutorialWindow();
|
||||
}
|
||||
|
||||
private void _openTutorialWindow()
|
||||
{
|
||||
var window = new SS14Window {Title = "Tutorial"};
|
||||
|
||||
var scrollContainer = new ScrollContainer();
|
||||
window.Contents.AddChild(scrollContainer);
|
||||
|
||||
var label = new RichTextLabel();
|
||||
scrollContainer.AddChild(label);
|
||||
|
||||
var message = new FormattedMessage();
|
||||
message.AddText(TutorialContents);
|
||||
label.SetMessage(message);
|
||||
|
||||
window.AddToScreen();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -142,7 +142,7 @@
|
||||
<Compile Include="GameObjects\EntitySystems\TemperatureSystem.cs" />
|
||||
<Compile Include="GameTicking\GamePreset.cs" />
|
||||
<Compile Include="GameTicking\GamePresets\PresetDeathMatch.cs" />
|
||||
<Compile Include="GameTicking\GamePresets\PresetTraitor.cs" />
|
||||
<Compile Include="GameTicking\GamePresets\PresetSandbox.cs" />
|
||||
<Compile Include="GameTicking\GameRule.cs" />
|
||||
<Compile Include="GameTicking\GameRules\RuleDeathMatch.cs" />
|
||||
<Compile Include="GameTicking\GameTicker.cs" />
|
||||
|
||||
@@ -88,6 +88,7 @@ namespace Content.Server
|
||||
factory.Register<DestructibleComponent>();
|
||||
factory.Register<TemperatureComponent>();
|
||||
factory.Register<ServerDoorComponent>();
|
||||
factory.RegisterReference<ServerDoorComponent, IActivate>();
|
||||
|
||||
//Power Components
|
||||
factory.Register<PowerTransferComponent>();
|
||||
@@ -127,6 +128,7 @@ namespace Content.Server
|
||||
factory.RegisterReference<ServerStorageComponent, IActivate>();
|
||||
factory.Register<EntityStorageComponent>();
|
||||
factory.RegisterReference<EntityStorageComponent, IStorageComponent>();
|
||||
factory.RegisterReference<EntityStorageComponent, IActivate>();
|
||||
|
||||
factory.Register<ToolLockerFillComponent>();
|
||||
factory.Register<ToolboxElectricalFillComponent>();
|
||||
@@ -135,6 +137,7 @@ namespace Content.Server
|
||||
factory.Register<PoweredLightComponent>();
|
||||
factory.Register<SmesComponent>();
|
||||
factory.Register<ApcComponent>();
|
||||
factory.RegisterReference<ApcComponent, IActivate>();
|
||||
factory.Register<MaterialComponent>();
|
||||
factory.Register<StackComponent>();
|
||||
factory.Register<MaterialStorageComponent>();
|
||||
@@ -152,6 +155,7 @@ namespace Content.Server
|
||||
factory.RegisterReference<SpawnPointComponent, SharedSpawnPointComponent>();
|
||||
|
||||
factory.Register<LatheComponent>();
|
||||
factory.RegisterReference<LatheComponent, IActivate>();
|
||||
factory.Register<LatheDatabaseComponent>();
|
||||
|
||||
factory.RegisterReference<LatheDatabaseComponent, SharedLatheDatabaseComponent>();
|
||||
|
||||
@@ -93,6 +93,10 @@ namespace Content.Server.GameObjects.Components.Construction
|
||||
|
||||
bool TryProcessStep(ConstructionStep step, IEntity slapped)
|
||||
{
|
||||
if (step == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
var sound = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<AudioSystem>();
|
||||
|
||||
switch (step)
|
||||
|
||||
@@ -44,7 +44,7 @@ namespace Content.Server.GameObjects.Components.Construction
|
||||
var prototype = _prototypeManager.Index<ConstructionPrototype>(prototypeName);
|
||||
|
||||
var transform = Owner.Transform;
|
||||
if (!loc.InRange(_mapManager, transform.GridPosition, InteractionSystem.INTERACTION_RANGE))
|
||||
if (!loc.InRange(_mapManager, transform.GridPosition, InteractionSystem.InteractionRange))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -10,7 +10,7 @@ using Robust.Shared.Timers;
|
||||
|
||||
namespace Content.Server.GameObjects
|
||||
{
|
||||
public class ServerDoorComponent : Component, IAttackHand
|
||||
public class ServerDoorComponent : Component, IActivate
|
||||
{
|
||||
public override string Name => "Door";
|
||||
|
||||
@@ -41,7 +41,7 @@ namespace Content.Server.GameObjects
|
||||
base.OnRemove();
|
||||
}
|
||||
|
||||
public bool AttackHand(AttackHandEventArgs eventArgs)
|
||||
void IActivate.Activate(ActivateEventArgs eventArgs)
|
||||
{
|
||||
if (_state == DoorState.Open)
|
||||
{
|
||||
@@ -51,7 +51,6 @@ namespace Content.Server.GameObjects
|
||||
{
|
||||
Open();
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null, IComponent component = null)
|
||||
|
||||
@@ -462,8 +462,8 @@ namespace Content.Server.GameObjects
|
||||
var playerEntity = session.AttachedEntity;
|
||||
var used = GetActiveHand?.Owner;
|
||||
|
||||
if (playerEntity == Owner && used != null)
|
||||
{
|
||||
if (playerEntity == Owner && used != null && slot.ContainedEntity != null)
|
||||
{
|
||||
var interactionSystem = _entitySystemManager.GetEntitySystem<InteractionSystem>();
|
||||
interactionSystem.Interaction(Owner, used, slot.ContainedEntity,
|
||||
GridCoordinates.Nullspace);
|
||||
|
||||
@@ -14,7 +14,7 @@ using Robust.Server.GameObjects;
|
||||
|
||||
namespace Content.Server.GameObjects.Components
|
||||
{
|
||||
public class EntityStorageComponent : Component, IAttackHand, IStorageComponent
|
||||
public class EntityStorageComponent : Component, IActivate, IStorageComponent
|
||||
{
|
||||
public override string Name => "EntityStorage";
|
||||
|
||||
@@ -41,7 +41,7 @@ namespace Content.Server.GameObjects.Components
|
||||
[ViewVariables]
|
||||
public bool Open { get; private set; }
|
||||
|
||||
public bool AttackHand(AttackHandEventArgs eventArgs)
|
||||
void IActivate.Activate(ActivateEventArgs eventArgs)
|
||||
{
|
||||
if (Open)
|
||||
{
|
||||
@@ -51,7 +51,6 @@ namespace Content.Server.GameObjects.Components
|
||||
{
|
||||
OpenStorage();
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
private void CloseStorage()
|
||||
|
||||
@@ -12,7 +12,7 @@ using Robust.Shared.IoC;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Power
|
||||
{
|
||||
public sealed class ApcComponent : SharedApcComponent, IAttackHand
|
||||
public sealed class ApcComponent : SharedApcComponent, IActivate
|
||||
{
|
||||
PowerStorageComponent Storage;
|
||||
AppearanceComponent Appearance;
|
||||
@@ -106,15 +106,14 @@ namespace Content.Server.GameObjects.Components.Power
|
||||
return net.Lack > 0 ? ApcExternalPowerState.Low : ApcExternalPowerState.Good;
|
||||
}
|
||||
|
||||
bool IAttackHand.AttackHand(AttackHandEventArgs eventArgs)
|
||||
void IActivate.Activate(ActivateEventArgs eventArgs)
|
||||
{
|
||||
if (!eventArgs.User.TryGetComponent(out IActorComponent actor))
|
||||
{
|
||||
return false;
|
||||
return;
|
||||
}
|
||||
|
||||
_userInterface.Open(actor.playerSession);
|
||||
return true;
|
||||
}
|
||||
|
||||
private void _clickSound()
|
||||
|
||||
@@ -15,7 +15,7 @@ using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Research
|
||||
{
|
||||
public class LatheComponent : SharedLatheComponent, IAttackHand, IAttackBy, IActivate
|
||||
public class LatheComponent : SharedLatheComponent, IAttackBy, IActivate
|
||||
{
|
||||
public const int VolumePerSheet = 3750;
|
||||
|
||||
@@ -94,17 +94,6 @@ namespace Content.Server.GameObjects.Components.Research
|
||||
_userInterface.Open(actor.playerSession);
|
||||
return;
|
||||
}
|
||||
|
||||
bool IAttackHand.AttackHand(AttackHandEventArgs eventArgs)
|
||||
{
|
||||
|
||||
if (!eventArgs.User.TryGetComponent(out IActorComponent actor))
|
||||
return false;
|
||||
|
||||
_userInterface.Open(actor.playerSession);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool IAttackBy.AttackBy(AttackByEventArgs eventArgs)
|
||||
{
|
||||
if (!Owner.TryGetComponent(out MaterialStorageComponent storage)
|
||||
|
||||
@@ -1,19 +1,19 @@
|
||||
using System;
|
||||
using Content.Server.Interfaces.GameObjects;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Content.Server.Interfaces.GameObjects;
|
||||
using Content.Shared.Input;
|
||||
using Robust.Shared.Input;
|
||||
using Robust.Shared.Log;
|
||||
using Robust.Shared.Map;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Server.GameObjects.EntitySystems;
|
||||
using Robust.Server.Interfaces.Player;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Input;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Interfaces.GameObjects.Components;
|
||||
using Robust.Shared.Interfaces.Map;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Log;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Players;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
@@ -26,9 +26,6 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
/// <summary>
|
||||
/// Called when using one object on another
|
||||
/// </summary>
|
||||
/// <param name="user"></param>
|
||||
/// <param name="attackwith"></param>
|
||||
/// <returns></returns>
|
||||
bool AttackBy(AttackByEventArgs eventArgs);
|
||||
}
|
||||
|
||||
@@ -47,8 +44,6 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
/// <summary>
|
||||
/// Called when a player directly interacts with an empty hand
|
||||
/// </summary>
|
||||
/// <param name="user"></param>
|
||||
/// <returns></returns>
|
||||
bool AttackHand(AttackHandEventArgs eventArgs);
|
||||
}
|
||||
|
||||
@@ -65,13 +60,11 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
/// <summary>
|
||||
/// Called when we try to interact with an entity out of range
|
||||
/// </summary>
|
||||
/// <param name="user"></param>
|
||||
/// <param name="attackwith"></param>
|
||||
/// <param name="clicklocation"></param>
|
||||
/// <returns></returns>
|
||||
bool RangedAttackBy(RangedAttackByEventArgs eventArgs);
|
||||
}
|
||||
|
||||
[PublicAPI]
|
||||
public class RangedAttackByEventArgs : EventArgs
|
||||
{
|
||||
public IEntity User { get; set; }
|
||||
@@ -88,9 +81,6 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
/// <summary>
|
||||
/// Called when we interact with nothing, or when we interact with an entity out of range that has no behavior
|
||||
/// </summary>
|
||||
/// <param name="user"></param>
|
||||
/// <param name="clicklocation"></param>
|
||||
/// <param name="attacked">The entity that was clicked on out of range. May be null if no entity was clicked on.true</param>
|
||||
void AfterAttack(AfterAttackEventArgs eventArgs);
|
||||
}
|
||||
|
||||
@@ -109,7 +99,6 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
/// <summary>
|
||||
/// Called when we activate an object we are holding to use it
|
||||
/// </summary>
|
||||
/// <param name="user"></param>
|
||||
/// <returns></returns>
|
||||
bool UseEntity(UseEntityEventArgs eventArgs);
|
||||
}
|
||||
@@ -127,7 +116,6 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
/// <summary>
|
||||
/// Called when this component is activated by another entity.
|
||||
/// </summary>
|
||||
/// <param name="user">Entity that activated this component.</param>
|
||||
void Activate(ActivateEventArgs eventArgs);
|
||||
}
|
||||
|
||||
@@ -139,50 +127,66 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
/// <summary>
|
||||
/// Governs interactions during clicking on entities
|
||||
/// </summary>
|
||||
public class InteractionSystem : EntitySystem
|
||||
[UsedImplicitly]
|
||||
public sealed class InteractionSystem : EntitySystem
|
||||
{
|
||||
#pragma warning disable 649
|
||||
[Dependency] private readonly IMapManager _mapManager;
|
||||
#pragma warning restore 649
|
||||
|
||||
public const float INTERACTION_RANGE = 2;
|
||||
public const float INTERACTION_RANGE_SQUARED = INTERACTION_RANGE * INTERACTION_RANGE;
|
||||
public const float InteractionRange = 2;
|
||||
public const float InteractionRangeSquared = InteractionRange * InteractionRange;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
var inputSys = EntitySystemManager.GetEntitySystem<InputSystem>();
|
||||
inputSys.BindMap.BindFunction(ContentKeyFunctions.UseItemInHand, new PointerInputCmdHandler(HandleUseItemInHand));
|
||||
inputSys.BindMap.BindFunction(ContentKeyFunctions.ActivateItemInWorld, new PointerInputCmdHandler((HandleUseItemInWorld)));
|
||||
inputSys.BindMap.BindFunction(ContentKeyFunctions.UseItemInHand,
|
||||
new PointerInputCmdHandler(HandleUseItemInHand));
|
||||
inputSys.BindMap.BindFunction(ContentKeyFunctions.ActivateItemInWorld,
|
||||
new PointerInputCmdHandler((HandleActivateItemInWorld)));
|
||||
}
|
||||
|
||||
private void HandleUseItemInWorld(ICommonSession session, GridCoordinates coords, EntityUid uid)
|
||||
public void HandleActivateItemInWorld(ICommonSession session, GridCoordinates coords, EntityUid uid)
|
||||
{
|
||||
if(!EntityManager.TryGetEntity(uid, out var used))
|
||||
if (!EntityManager.TryGetEntity(uid, out var used))
|
||||
return;
|
||||
|
||||
var playerEnt = ((IPlayerSession) session).AttachedEntity;
|
||||
|
||||
if(playerEnt == null || !playerEnt.IsValid())
|
||||
if (playerEnt == null || !playerEnt.IsValid())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!playerEnt.Transform.GridPosition.InRange(_mapManager, used.Transform.GridPosition, INTERACTION_RANGE))
|
||||
if (!playerEnt.Transform.GridPosition.InRange(_mapManager, used.Transform.GridPosition, InteractionRange))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var activateMsg = new ActivateInWorldMessage(playerEnt, used);
|
||||
InteractionActivate(playerEnt, used);
|
||||
}
|
||||
|
||||
private void InteractionActivate(IEntity user, IEntity used)
|
||||
{
|
||||
var activateMsg = new ActivateInWorldMessage(user, used);
|
||||
RaiseEvent(activateMsg);
|
||||
if(activateMsg.Handled)
|
||||
if (activateMsg.Handled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!used.TryGetComponent(out IActivate activateComp))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
activateComp.Activate(new ActivateEventArgs { User = playerEnt });
|
||||
activateComp.Activate(new ActivateEventArgs {User = user});
|
||||
}
|
||||
|
||||
private void HandleUseItemInHand(ICommonSession session, GridCoordinates coords, EntityUid uid)
|
||||
{
|
||||
// client sanitization
|
||||
if(!_mapManager.GridExists(coords.GridID))
|
||||
if (!_mapManager.GridExists(coords.GridID))
|
||||
{
|
||||
Logger.InfoS("system.interaction", $"Invalid Coordinates: client={session}, coords={coords}");
|
||||
return;
|
||||
@@ -190,32 +194,37 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
|
||||
if (uid.IsClientSide())
|
||||
{
|
||||
Logger.WarningS("system.interaction", $"Client sent interaction with client-side entity. Session={session}, Uid={uid}");
|
||||
Logger.WarningS("system.interaction",
|
||||
$"Client sent interaction with client-side entity. Session={session}, Uid={uid}");
|
||||
return;
|
||||
}
|
||||
|
||||
UserInteraction(((IPlayerSession)session).AttachedEntity, coords, uid);
|
||||
UserInteraction(((IPlayerSession) session).AttachedEntity, coords, uid);
|
||||
}
|
||||
|
||||
private void UserInteraction(IEntity player, GridCoordinates coordinates, EntityUid clickedUid)
|
||||
{
|
||||
//Get entity clicked upon from UID if valid UID, if not assume no entity clicked upon and null
|
||||
// Get entity clicked upon from UID if valid UID, if not assume no entity clicked upon and null
|
||||
if (!EntityManager.TryGetEntity(clickedUid, out var attacked))
|
||||
{
|
||||
attacked = null;
|
||||
}
|
||||
|
||||
//Verify player has a transform component
|
||||
// Verify player has a transform component
|
||||
if (!player.TryGetComponent<ITransformComponent>(out var playerTransform))
|
||||
{
|
||||
return;
|
||||
}
|
||||
//Verify player is on the same map as the entity he clicked on
|
||||
else if (_mapManager.GetGrid(coordinates.GridID).ParentMap.Index != playerTransform.MapID)
|
||||
|
||||
// Verify player is on the same map as the entity he clicked on
|
||||
if (_mapManager.GetGrid(coordinates.GridID).ParentMap.Index != playerTransform.MapID)
|
||||
{
|
||||
Logger.Warning(string.Format("Player named {0} clicked on a map he isn't located on", player.Name));
|
||||
Logger.WarningS("system.interaction",
|
||||
$"Player named {player.Name} clicked on a map he isn't located on");
|
||||
return;
|
||||
}
|
||||
|
||||
//Verify player has a hand, and find what object he is currently holding in his active hand
|
||||
// Verify player has a hand, and find what object he is currently holding in his active hand
|
||||
if (!player.TryGetComponent<IHandsComponent>(out var hands))
|
||||
{
|
||||
return;
|
||||
@@ -224,59 +233,64 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
var item = hands.GetActiveHand?.Owner;
|
||||
|
||||
if (!ActionBlockerSystem.CanInteract(player))
|
||||
return;
|
||||
//TODO: Check if client should be able to see that object to click on it in the first place, prevent using locaters by firing a laser or something
|
||||
|
||||
|
||||
//Clicked on empty space behavior, try using ranged attack
|
||||
if (attacked == null && item != null)
|
||||
{
|
||||
//AFTERATTACK: Check if we clicked on an empty location, if so the only interaction we can do is afterattack
|
||||
InteractAfterattack(player, item, coordinates);
|
||||
return;
|
||||
}
|
||||
else if (attacked == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
//Verify attacked object is on the map if we managed to click on it somehow
|
||||
if (!attacked.GetComponent<ITransformComponent>().IsMapTransform)
|
||||
{
|
||||
Logger.Warning(string.Format("Player named {0} clicked on object {1} that isn't currently on the map somehow", player.Name, attacked.Name));
|
||||
return;
|
||||
}
|
||||
// TODO: Check if client should be able to see that object to click on it in the first place
|
||||
|
||||
//Check if ClickLocation is in object bounds here, if not lets log as warning and see why
|
||||
if (attacked.TryGetComponent(out BoundingBoxComponent boundingbox))
|
||||
// Clicked on empty space behavior, try using ranged attack
|
||||
if (attacked == null)
|
||||
{
|
||||
if (!boundingbox.WorldAABB.Contains(coordinates.Position))
|
||||
if (item != null)
|
||||
{
|
||||
Logger.Warning(string.Format("Player {0} clicked {1} outside of its bounding box component somehow", player.Name, attacked.Name));
|
||||
// After attack: Check if we clicked on an empty location, if so the only interaction we can do is AfterAttack
|
||||
InteractAfterAttack(player, item, coordinates);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// Verify attacked object is on the map if we managed to click on it somehow
|
||||
if (!attacked.Transform.IsMapTransform)
|
||||
{
|
||||
Logger.WarningS("system.interaction",
|
||||
$"Player named {player.Name} clicked on object {attacked.Name} that isn't currently on the map somehow");
|
||||
return;
|
||||
}
|
||||
|
||||
// Check if ClickLocation is in object bounds here, if not lets log as warning and see why
|
||||
if (attacked.TryGetComponent(out BoundingBoxComponent boundingBox))
|
||||
{
|
||||
if (!boundingBox.WorldAABB.Contains(coordinates.Position))
|
||||
{
|
||||
Logger.WarningS("system.interaction",
|
||||
$"Player {player.Name} clicked {attacked.Name} outside of its bounding box component somehow");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
//RANGEDATTACK/AFTERATTACK: Check distance between user and clicked item, if too large parse it in the ranged function
|
||||
//TODO: have range based upon the item being used? or base it upon some variables of the player himself?
|
||||
var distance = (playerTransform.WorldPosition - attacked.GetComponent<ITransformComponent>().WorldPosition).LengthSquared;
|
||||
if (distance > INTERACTION_RANGE_SQUARED)
|
||||
// RangedAttack/AfterAttack: Check distance between user and clicked item, if too large parse it in the ranged function
|
||||
// TODO: have range based upon the item being used? or base it upon some variables of the player himself?
|
||||
var distance = (playerTransform.WorldPosition - attacked.Transform.WorldPosition).LengthSquared;
|
||||
if (distance > InteractionRangeSquared)
|
||||
{
|
||||
if (item != null)
|
||||
{
|
||||
RangedInteraction(player, item, attacked, coordinates);
|
||||
return;
|
||||
}
|
||||
return; //Add some form of ranged attackhand here if you need it someday, or perhaps just ways to modify the range of attackhand
|
||||
|
||||
return; // Add some form of ranged AttackHand here if you need it someday, or perhaps just ways to modify the range of AttackHand
|
||||
}
|
||||
|
||||
//We are close to the nearby object and the object isn't contained in our active hand
|
||||
//ATTACKBY/AFTERATTACK: We will either use the item on the nearby object
|
||||
// We are close to the nearby object and the object isn't contained in our active hand
|
||||
// AttackBy/AfterAttack: We will either use the item on the nearby object
|
||||
if (item != null)
|
||||
{
|
||||
Interaction(player, item, attacked, coordinates);
|
||||
}
|
||||
//ATTACKHAND: Since our hand is empty we will use attackhand
|
||||
// AttackHand/Activate: Since our hand is empty we will use AttackHand/Activate
|
||||
else
|
||||
{
|
||||
Interaction(player, attacked);
|
||||
@@ -284,90 +298,101 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// We didn't click on any entity, try doing an afterattack on the click location
|
||||
/// We didn't click on any entity, try doing an AfterAttack on the click location
|
||||
/// </summary>
|
||||
/// <param name="user"></param>
|
||||
/// <param name="weapon"></param>
|
||||
/// <param name="clicklocation"></param>
|
||||
public void InteractAfterattack(IEntity user, IEntity weapon, GridCoordinates clicklocation)
|
||||
private void InteractAfterAttack(IEntity user, IEntity weapon, GridCoordinates clickLocation)
|
||||
{
|
||||
var message = new AfterAttackMessage(user, weapon, null, clicklocation);
|
||||
var message = new AfterAttackMessage(user, weapon, null, clickLocation);
|
||||
RaiseEvent(message);
|
||||
if(message.Handled)
|
||||
return;
|
||||
|
||||
List<IAfterAttack> afterattacks = weapon.GetAllComponents<IAfterAttack>().ToList();
|
||||
|
||||
for (var i = 0; i < afterattacks.Count; i++)
|
||||
if (message.Handled)
|
||||
{
|
||||
afterattacks[i].AfterAttack(new AfterAttackEventArgs { User = user, ClickLocation = clicklocation });
|
||||
return;
|
||||
}
|
||||
|
||||
var afterAttacks = weapon.GetAllComponents<IAfterAttack>().ToList();
|
||||
var afterAttackEventArgs = new AfterAttackEventArgs {User = user, ClickLocation = clickLocation};
|
||||
|
||||
foreach (var afterAttack in afterAttacks)
|
||||
{
|
||||
afterAttack.AfterAttack(afterAttackEventArgs);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Uses a weapon/object on an entity
|
||||
/// Finds interactable components with the Attackby interface and calls their function
|
||||
/// Finds components with the AttackBy interface and calls their function
|
||||
/// </summary>
|
||||
/// <param name="user"></param>
|
||||
/// <param name="weapon"></param>
|
||||
/// <param name="attacked"></param>
|
||||
public void Interaction(IEntity user, IEntity weapon, IEntity attacked, GridCoordinates clicklocation)
|
||||
public void Interaction(IEntity user, IEntity weapon, IEntity attacked, GridCoordinates clickLocation)
|
||||
{
|
||||
var attackMsg = new AttackByMessage(user, weapon, attacked, clicklocation);
|
||||
var attackMsg = new AttackByMessage(user, weapon, attacked, clickLocation);
|
||||
RaiseEvent(attackMsg);
|
||||
if(attackMsg.Handled)
|
||||
return;
|
||||
|
||||
List<IAttackBy> interactables = attacked.GetAllComponents<IAttackBy>().ToList();
|
||||
|
||||
for (var i = 0; i < interactables.Count; i++)
|
||||
if (attackMsg.Handled)
|
||||
{
|
||||
if (interactables[i].AttackBy(new AttackByEventArgs { User = user, ClickLocation = clicklocation, AttackWith = weapon })) //If an attackby returns a status completion we finish our attack
|
||||
return;
|
||||
}
|
||||
|
||||
var attackBys = attacked.GetAllComponents<IAttackBy>().ToList();
|
||||
var attackByEventArgs = new AttackByEventArgs
|
||||
{
|
||||
User = user, ClickLocation = clickLocation, AttackWith = weapon
|
||||
};
|
||||
|
||||
foreach (var attackBy in attackBys)
|
||||
{
|
||||
if (attackBy.AttackBy(attackByEventArgs))
|
||||
{
|
||||
// If an AttackBy returns a status completion we finish our attack
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
//Else check damage component to see if we damage if not attackby, and if so can we attack object
|
||||
|
||||
var afterAtkMsg = new AfterAttackMessage(user, weapon, attacked, clicklocation);
|
||||
var afterAtkMsg = new AfterAttackMessage(user, weapon, attacked, clickLocation);
|
||||
RaiseEvent(afterAtkMsg);
|
||||
if (afterAtkMsg.Handled)
|
||||
return;
|
||||
|
||||
//If we aren't directly attacking the nearby object, lets see if our item has an after attack we can do
|
||||
List<IAfterAttack> afterattacks = weapon.GetAllComponents<IAfterAttack>().ToList();
|
||||
|
||||
for (var i = 0; i < afterattacks.Count; i++)
|
||||
{
|
||||
afterattacks[i].AfterAttack(new AfterAttackEventArgs { User = user, ClickLocation = clicklocation, Attacked = attacked });
|
||||
return;
|
||||
}
|
||||
|
||||
// If we aren't directly attacking the nearby object, lets see if our item has an after attack we can do
|
||||
var afterAttacks = weapon.GetAllComponents<IAfterAttack>().ToList();
|
||||
var afterAttackEventArgs = new AfterAttackEventArgs
|
||||
{
|
||||
User = user, ClickLocation = clickLocation, Attacked = attacked
|
||||
};
|
||||
|
||||
foreach (var afterAttack in afterAttacks)
|
||||
{
|
||||
afterAttack.AfterAttack(afterAttackEventArgs);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Uses an empty hand on an entity
|
||||
/// Finds interactable components with the Attackhand interface and calls their function
|
||||
/// Finds components with the AttackHand interface and calls their function
|
||||
/// </summary>
|
||||
/// <param name="user"></param>
|
||||
/// <param name="attacked"></param>
|
||||
public void Interaction(IEntity user, IEntity attacked)
|
||||
{
|
||||
var message = new AttackHandMessage(user, attacked);
|
||||
RaiseEvent(message);
|
||||
if(message.Handled)
|
||||
return;
|
||||
|
||||
List<IAttackHand> interactables = attacked.GetAllComponents<IAttackHand>().ToList();
|
||||
|
||||
for (var i = 0; i < interactables.Count; i++)
|
||||
if (message.Handled)
|
||||
{
|
||||
if (interactables[i].AttackHand(new AttackHandEventArgs { User = user})) //If an attackby returns a status completion we finish our attack
|
||||
return;
|
||||
}
|
||||
|
||||
var attackHands = attacked.GetAllComponents<IAttackHand>().ToList();
|
||||
var attackHandEventArgs = new AttackHandEventArgs {User = user};
|
||||
|
||||
foreach (var attackHand in attackHands)
|
||||
{
|
||||
if (attackHand.AttackHand(attackHandEventArgs))
|
||||
{
|
||||
// If an AttackHand returns a status completion we finish our attack
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
//Else check damage component to see if we damage if not attackby, and if so can we attack object
|
||||
// Else we run Activate.
|
||||
InteractionActivate(user, attacked);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -388,22 +413,23 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
/// Activates/Uses an object in control/possession of a user
|
||||
/// If the item has the IUse interface on one of its components we use the object in our hand
|
||||
/// </summary>
|
||||
/// <param name="user"></param>
|
||||
/// <param name="attacked"></param>
|
||||
public void UseInteraction(IEntity user, IEntity used)
|
||||
{
|
||||
var useMsg = new UseInHandMessage(user, used);
|
||||
RaiseEvent(useMsg);
|
||||
if(useMsg.Handled)
|
||||
return;
|
||||
|
||||
List<IUse> usables = used.GetAllComponents<IUse>().ToList();
|
||||
|
||||
//Try to use item on any components which have the interface
|
||||
for (var i = 0; i < usables.Count; i++)
|
||||
if (useMsg.Handled)
|
||||
{
|
||||
if (usables[i].UseEntity(new UseEntityEventArgs { User = user })) //If an attackby returns a status completion we finish our attack
|
||||
return;
|
||||
}
|
||||
|
||||
var uses = used.GetAllComponents<IUse>().ToList();
|
||||
|
||||
// Try to use item on any components which have the interface
|
||||
foreach (var use in uses)
|
||||
{
|
||||
if (use.UseEntity(new UseEntityEventArgs {User = user}))
|
||||
{
|
||||
// If a Use returns a status completion we finish our attack
|
||||
return;
|
||||
}
|
||||
}
|
||||
@@ -413,41 +439,44 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
/// Will have two behaviors, either "uses" the weapon at range on the entity if it is capable of accepting that action
|
||||
/// Or it will use the weapon itself on the position clicked, regardless of what was there
|
||||
/// </summary>
|
||||
/// <param name="user"></param>
|
||||
/// <param name="weapon"></param>
|
||||
/// <param name="attacked"></param>
|
||||
public void RangedInteraction(IEntity user, IEntity weapon, IEntity attacked, GridCoordinates clickLocation)
|
||||
{
|
||||
var rangedMsg = new RangedAttackMessage(user, weapon, attacked, clickLocation);
|
||||
RaiseEvent(rangedMsg);
|
||||
if(rangedMsg.Handled)
|
||||
if (rangedMsg.Handled)
|
||||
return;
|
||||
|
||||
List<IRangedAttackBy> rangedusables = attacked.GetAllComponents<IRangedAttackBy>().ToList();
|
||||
|
||||
//See if we have a ranged attack interaction
|
||||
for (var i = 0; i < rangedusables.Count; i++)
|
||||
var rangedAttackBys = attacked.GetAllComponents<IRangedAttackBy>().ToList();
|
||||
var rangedAttackByEventArgs = new RangedAttackByEventArgs
|
||||
{
|
||||
if (rangedusables[i].RangedAttackBy(new RangedAttackByEventArgs { User = user, Weapon = weapon, ClickLocation = clickLocation })) //If an attackby returns a status completion we finish our attack
|
||||
User = user, Weapon = weapon, ClickLocation = clickLocation
|
||||
};
|
||||
|
||||
// See if we have a ranged attack interaction
|
||||
foreach (var t in rangedAttackBys)
|
||||
{
|
||||
if (t.RangedAttackBy(rangedAttackByEventArgs))
|
||||
{
|
||||
// If an AttackBy returns a status completion we finish our attack
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (weapon != null)
|
||||
var afterAtkMsg = new AfterAttackMessage(user, weapon, attacked, clickLocation);
|
||||
RaiseEvent(afterAtkMsg);
|
||||
if (afterAtkMsg.Handled)
|
||||
return;
|
||||
|
||||
var afterAttacks = weapon.GetAllComponents<IAfterAttack>().ToList();
|
||||
var afterAttackEventArgs = new AfterAttackEventArgs
|
||||
{
|
||||
var afterAtkMsg = new AfterAttackMessage(user, weapon, attacked, clickLocation);
|
||||
RaiseEvent(afterAtkMsg);
|
||||
if (afterAtkMsg.Handled)
|
||||
return;
|
||||
User = user, ClickLocation = clickLocation, Attacked = attacked
|
||||
};
|
||||
|
||||
List<IAfterAttack> afterattacks = weapon.GetAllComponents<IAfterAttack>().ToList();
|
||||
|
||||
//See if we have a ranged attack interaction
|
||||
for (var i = 0; i < afterattacks.Count; i++)
|
||||
{
|
||||
afterattacks[i].AfterAttack(new AfterAttackEventArgs { User = user, ClickLocation = clickLocation, Attacked = attacked });
|
||||
}
|
||||
//See if we have a ranged attack interaction
|
||||
foreach (var afterAttack in afterAttacks)
|
||||
{
|
||||
afterAttack.AfterAttack(afterAttackEventArgs);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -455,6 +484,7 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
/// <summary>
|
||||
/// Raised when being clicked on or "attacked" by a user with an object in their hand
|
||||
/// </summary>
|
||||
[PublicAPI]
|
||||
public class AttackByMessage : EntitySystemMessage
|
||||
{
|
||||
/// <summary>
|
||||
@@ -471,7 +501,7 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
/// Entity that the User attacked with.
|
||||
/// </summary>
|
||||
public IEntity ItemInHand { get; }
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Entity that was attacked.
|
||||
/// </summary>
|
||||
@@ -494,6 +524,7 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
/// <summary>
|
||||
/// Raised when being clicked on or "attacked" by a user with an empty hand.
|
||||
/// </summary>
|
||||
[PublicAPI]
|
||||
public class AttackHandMessage : EntitySystemMessage
|
||||
{
|
||||
/// <summary>
|
||||
@@ -521,6 +552,7 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
/// <summary>
|
||||
/// Raised when being clicked by objects outside the range of direct use.
|
||||
/// </summary>
|
||||
[PublicAPI]
|
||||
public class RangedAttackMessage : EntitySystemMessage
|
||||
{
|
||||
/// <summary>
|
||||
@@ -560,6 +592,7 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
/// <summary>
|
||||
/// Raised when clicking on another object and no attack event was handled.
|
||||
/// </summary>
|
||||
[PublicAPI]
|
||||
public class AfterAttackMessage : EntitySystemMessage
|
||||
{
|
||||
/// <summary>
|
||||
@@ -599,6 +632,7 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
/// <summary>
|
||||
/// Raised when using the entity in your hands.
|
||||
/// </summary>
|
||||
[PublicAPI]
|
||||
public class UseInHandMessage : EntitySystemMessage
|
||||
{
|
||||
/// <summary>
|
||||
@@ -626,6 +660,7 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
/// <summary>
|
||||
/// Raised when an entity is activated in the world.
|
||||
/// </summary>
|
||||
[PublicAPI]
|
||||
public class ActivateInWorldMessage : EntitySystemMessage
|
||||
{
|
||||
/// <summary>
|
||||
|
||||
@@ -81,7 +81,7 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
continue;
|
||||
|
||||
var distanceSquared = (storagePos - attachedEntity.Transform.WorldPosition).LengthSquared;
|
||||
if (distanceSquared > InteractionSystem.INTERACTION_RANGE_SQUARED)
|
||||
if (distanceSquared > InteractionSystem.InteractionRangeSquared)
|
||||
{
|
||||
storageComp.UnsubscribeSession(session);
|
||||
}
|
||||
|
||||
10
Content.Server/GameTicking/GamePresets/PresetSandbox.cs
Normal file
10
Content.Server/GameTicking/GamePresets/PresetSandbox.cs
Normal file
@@ -0,0 +1,10 @@
|
||||
namespace Content.Server.GameTicking.GamePresets
|
||||
{
|
||||
public sealed class PresetSandbox : GamePreset
|
||||
{
|
||||
public override void Start()
|
||||
{
|
||||
// Nothing yet.
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
using Robust.Shared.Log;
|
||||
|
||||
namespace Content.Server.GameTicking.GamePresets
|
||||
{
|
||||
public class PresetTraitor : GamePreset
|
||||
{
|
||||
public override void Start()
|
||||
{
|
||||
Logger.DebugS("ticker.preset", "Current preset is traitor.");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -15,13 +15,13 @@ using Robust.Server.Interfaces.Maps;
|
||||
using Robust.Server.Interfaces.Player;
|
||||
using Robust.Server.Player;
|
||||
using Robust.Shared.Configuration;
|
||||
using Robust.Shared.Console;
|
||||
using Robust.Shared.Enums;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Interfaces.Configuration;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Interfaces.Map;
|
||||
using Robust.Shared.Interfaces.Network;
|
||||
using Robust.Shared.Interfaces.Reflection;
|
||||
using Robust.Shared.Interfaces.Timing;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Log;
|
||||
@@ -81,6 +81,8 @@ namespace Content.Server.GameTicking
|
||||
|
||||
[ViewVariables] private readonly List<GameRule> _gameRules = new List<GameRule>();
|
||||
|
||||
[ViewVariables] private Type _presetType;
|
||||
|
||||
#pragma warning disable 649
|
||||
[Dependency] private IEntityManager _entityManager;
|
||||
[Dependency] private IMapManager _mapManager;
|
||||
@@ -155,7 +157,7 @@ namespace Content.Server.GameTicking
|
||||
RunLevel = GameRunLevel.InRound;
|
||||
|
||||
// TODO: Allow other presets to be selected.
|
||||
var preset = _dynamicTypeFactory.CreateInstance<PresetTraitor>();
|
||||
var preset = (GamePreset)_dynamicTypeFactory.CreateInstance(_presetType ?? typeof(PresetSandbox));
|
||||
preset.Start();
|
||||
|
||||
foreach (var (playerSession, ready) in _playersInLobby.ToList())
|
||||
@@ -248,6 +250,15 @@ namespace Content.Server.GameTicking
|
||||
|
||||
public IEnumerable<GameRule> ActiveGameRules => _gameRules;
|
||||
|
||||
public void SetStartPreset(Type type)
|
||||
{
|
||||
if (!typeof(GamePreset).IsAssignableFrom(type))
|
||||
{
|
||||
throw new ArgumentException("type must inherit GamePreset");
|
||||
}
|
||||
_presetType = type;
|
||||
}
|
||||
|
||||
private IEntity _spawnPlayerMob()
|
||||
{
|
||||
var entity = _entityManager.ForceSpawnEntityAt(PlayerPrototypeName, _getLateJoinSpawnPoint());
|
||||
@@ -643,4 +654,38 @@ namespace Content.Server.GameTicking
|
||||
ticker.ToggleReady(player, bool.Parse(args[0]));
|
||||
}
|
||||
}
|
||||
|
||||
class SetGamePresetCommand : IClientCommand
|
||||
{
|
||||
public string Command => "setgamepreset";
|
||||
public string Description => "";
|
||||
public string Help => "";
|
||||
|
||||
public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
|
||||
{
|
||||
if (args.Length != 1)
|
||||
{
|
||||
shell.SendText(player, "Need exactly one argument.");
|
||||
return;
|
||||
}
|
||||
|
||||
var ticker = IoCManager.Resolve<IGameTicker>();
|
||||
|
||||
Type presetType;
|
||||
switch (args[0])
|
||||
{
|
||||
case "DeathMatch":
|
||||
presetType = typeof(PresetDeathMatch);
|
||||
break;
|
||||
case "Sandbox":
|
||||
presetType = typeof(PresetSandbox);
|
||||
break;
|
||||
default:
|
||||
shell.SendText(player, "That is not a valid game preset!");
|
||||
return;
|
||||
}
|
||||
|
||||
ticker.SetStartPreset(presetType);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -33,5 +33,7 @@ namespace Content.Server.Interfaces.GameTicking
|
||||
T AddGameRule<T>() where T : GameRule, new();
|
||||
void RemoveGameRule(GameRule rule);
|
||||
IEnumerable<GameRule> ActiveGameRules { get; }
|
||||
|
||||
void SetStartPreset(Type type);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -45,4 +45,9 @@
|
||||
- delete
|
||||
- tp
|
||||
- tpgrid
|
||||
- setgamepreset
|
||||
- startround
|
||||
- endround
|
||||
- restartround
|
||||
- respawn
|
||||
CanViewVar: true
|
||||
|
||||
@@ -45,13 +45,13 @@ binds:
|
||||
key: MouseMiddle
|
||||
type: State
|
||||
- function: SwapHands
|
||||
key: Tab
|
||||
key: X
|
||||
type: State
|
||||
- function: Drop
|
||||
key: Q
|
||||
type: State
|
||||
- function: ActivateItemInHand
|
||||
key: F
|
||||
key: Z
|
||||
type: State
|
||||
- function: OpenCharacterMenu
|
||||
key: C
|
||||
|
||||
Submodule RobustToolbox updated: 3bad55a705...10440648bc
Reference in New Issue
Block a user