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OldThink/Content.Server/Tabletop/TabletopSystem.cs

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using Content.Server.Popups;
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
2021-10-05 14:29:03 +11:00
using Content.Server.Tabletop.Components;
using Content.Shared.Hands.Components;
using Content.Shared.Interaction;
using Content.Shared.Item;
Add chess (and mostly just tabletop backend stuff) (#4429) * Add draggable tabletop component * Use EntityCoordinates instead * Don't send coordinates every frame * Add chessboard + verb WIP * Add documentation, verb networking works now * Work so far Need PVS refactor before being able to continue Current code is broken * viewsubscriber magic * yes * Fix map creation * Add chess pieces, attempt prediction * Add chess sprites and yml * Clamping + other stuff * fix * stuff * StopDragging() StartDragging() * add piece grabbing * Refactor dragging player to seperate event * 🤣 Who did this 🤣💯👌 * 📮 sussy 📮 * Update chessboard sprite, scale piece while dragging * yes * ye * y * Close tabletop window when player dies * Make interaction check more sane * Fix funny behaviour when stunned * Add icon * Fix rsi * Make time passed check more accurate Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Use EyeManager.PixelsPerMeter Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Add missing import * Move viewport properties to XAML * Make shared system and component abstract * Use built in EntityManager * Use RaiseNetworkEvent instead of SendSystemNetworkMessage * Cache ViewSubscriberSystem * Move unnecessary code to prototype * Delete map on component shutdown instead of round restart * Make documentation match rest of codebase * Use ComponentManager instead of TryGetComponent * Use TryGetComponent instead of GetComponent * Add nullspace check to ClampPositionToViewport() * Set world pos instead of local pos * Improve server side verification * Use visualizer * Add netsync: false to sprites using visualizer * Close window when chessboard is picked up * Update to master * Fix bug when opening window while another is opened * Use ComponentManager * Use TryGetValue Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2021-09-13 11:58:44 +02:00
using Content.Shared.Tabletop;
using Content.Shared.Tabletop.Components;
Add chess (and mostly just tabletop backend stuff) (#4429) * Add draggable tabletop component * Use EntityCoordinates instead * Don't send coordinates every frame * Add chessboard + verb WIP * Add documentation, verb networking works now * Work so far Need PVS refactor before being able to continue Current code is broken * viewsubscriber magic * yes * Fix map creation * Add chess pieces, attempt prediction * Add chess sprites and yml * Clamping + other stuff * fix * stuff * StopDragging() StartDragging() * add piece grabbing * Refactor dragging player to seperate event * 🤣 Who did this 🤣💯👌 * 📮 sussy 📮 * Update chessboard sprite, scale piece while dragging * yes * ye * y * Close tabletop window when player dies * Make interaction check more sane * Fix funny behaviour when stunned * Add icon * Fix rsi * Make time passed check more accurate Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Use EyeManager.PixelsPerMeter Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Add missing import * Move viewport properties to XAML * Make shared system and component abstract * Use built in EntityManager * Use RaiseNetworkEvent instead of SendSystemNetworkMessage * Cache ViewSubscriberSystem * Move unnecessary code to prototype * Delete map on component shutdown instead of round restart * Make documentation match rest of codebase * Use ComponentManager instead of TryGetComponent * Use TryGetComponent instead of GetComponent * Add nullspace check to ClampPositionToViewport() * Set world pos instead of local pos * Improve server side verification * Use visualizer * Add netsync: false to sprites using visualizer * Close window when chessboard is picked up * Update to master * Fix bug when opening window while another is opened * Use ComponentManager * Use TryGetValue Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2021-09-13 11:58:44 +02:00
using Content.Shared.Tabletop.Events;
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
2021-10-05 14:29:03 +11:00
using Content.Shared.Verbs;
Add chess (and mostly just tabletop backend stuff) (#4429) * Add draggable tabletop component * Use EntityCoordinates instead * Don't send coordinates every frame * Add chessboard + verb WIP * Add documentation, verb networking works now * Work so far Need PVS refactor before being able to continue Current code is broken * viewsubscriber magic * yes * Fix map creation * Add chess pieces, attempt prediction * Add chess sprites and yml * Clamping + other stuff * fix * stuff * StopDragging() StartDragging() * add piece grabbing * Refactor dragging player to seperate event * 🤣 Who did this 🤣💯👌 * 📮 sussy 📮 * Update chessboard sprite, scale piece while dragging * yes * ye * y * Close tabletop window when player dies * Make interaction check more sane * Fix funny behaviour when stunned * Add icon * Fix rsi * Make time passed check more accurate Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Use EyeManager.PixelsPerMeter Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Add missing import * Move viewport properties to XAML * Make shared system and component abstract * Use built in EntityManager * Use RaiseNetworkEvent instead of SendSystemNetworkMessage * Cache ViewSubscriberSystem * Move unnecessary code to prototype * Delete map on component shutdown instead of round restart * Make documentation match rest of codebase * Use ComponentManager instead of TryGetComponent * Use TryGetComponent instead of GetComponent * Add nullspace check to ClampPositionToViewport() * Set world pos instead of local pos * Improve server side verification * Use visualizer * Add netsync: false to sprites using visualizer * Close window when chessboard is picked up * Update to master * Fix bug when opening window while another is opened * Use ComponentManager * Use TryGetValue Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2021-09-13 11:58:44 +02:00
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Shared.Enums;
Add chess (and mostly just tabletop backend stuff) (#4429) * Add draggable tabletop component * Use EntityCoordinates instead * Don't send coordinates every frame * Add chessboard + verb WIP * Add documentation, verb networking works now * Work so far Need PVS refactor before being able to continue Current code is broken * viewsubscriber magic * yes * Fix map creation * Add chess pieces, attempt prediction * Add chess sprites and yml * Clamping + other stuff * fix * stuff * StopDragging() StartDragging() * add piece grabbing * Refactor dragging player to seperate event * 🤣 Who did this 🤣💯👌 * 📮 sussy 📮 * Update chessboard sprite, scale piece while dragging * yes * ye * y * Close tabletop window when player dies * Make interaction check more sane * Fix funny behaviour when stunned * Add icon * Fix rsi * Make time passed check more accurate Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Use EyeManager.PixelsPerMeter Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Add missing import * Move viewport properties to XAML * Make shared system and component abstract * Use built in EntityManager * Use RaiseNetworkEvent instead of SendSystemNetworkMessage * Cache ViewSubscriberSystem * Move unnecessary code to prototype * Delete map on component shutdown instead of round restart * Make documentation match rest of codebase * Use ComponentManager instead of TryGetComponent * Use TryGetComponent instead of GetComponent * Add nullspace check to ClampPositionToViewport() * Set world pos instead of local pos * Improve server side verification * Use visualizer * Add netsync: false to sprites using visualizer * Close window when chessboard is picked up * Update to master * Fix bug when opening window while another is opened * Use ComponentManager * Use TryGetValue Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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using Robust.Shared.Map;
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using Robust.Shared.Player;
using Robust.Shared.Utility;
Add chess (and mostly just tabletop backend stuff) (#4429) * Add draggable tabletop component * Use EntityCoordinates instead * Don't send coordinates every frame * Add chessboard + verb WIP * Add documentation, verb networking works now * Work so far Need PVS refactor before being able to continue Current code is broken * viewsubscriber magic * yes * Fix map creation * Add chess pieces, attempt prediction * Add chess sprites and yml * Clamping + other stuff * fix * stuff * StopDragging() StartDragging() * add piece grabbing * Refactor dragging player to seperate event * 🤣 Who did this 🤣💯👌 * 📮 sussy 📮 * Update chessboard sprite, scale piece while dragging * yes * ye * y * Close tabletop window when player dies * Make interaction check more sane * Fix funny behaviour when stunned * Add icon * Fix rsi * Make time passed check more accurate Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Use EyeManager.PixelsPerMeter Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Add missing import * Move viewport properties to XAML * Make shared system and component abstract * Use built in EntityManager * Use RaiseNetworkEvent instead of SendSystemNetworkMessage * Cache ViewSubscriberSystem * Move unnecessary code to prototype * Delete map on component shutdown instead of round restart * Make documentation match rest of codebase * Use ComponentManager instead of TryGetComponent * Use TryGetComponent instead of GetComponent * Add nullspace check to ClampPositionToViewport() * Set world pos instead of local pos * Improve server side verification * Use visualizer * Add netsync: false to sprites using visualizer * Close window when chessboard is picked up * Update to master * Fix bug when opening window while another is opened * Use ComponentManager * Use TryGetValue Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2021-09-13 11:58:44 +02:00
namespace Content.Server.Tabletop
{
[UsedImplicitly]
public sealed partial class TabletopSystem : SharedTabletopSystem
Add chess (and mostly just tabletop backend stuff) (#4429) * Add draggable tabletop component * Use EntityCoordinates instead * Don't send coordinates every frame * Add chessboard + verb WIP * Add documentation, verb networking works now * Work so far Need PVS refactor before being able to continue Current code is broken * viewsubscriber magic * yes * Fix map creation * Add chess pieces, attempt prediction * Add chess sprites and yml * Clamping + other stuff * fix * stuff * StopDragging() StartDragging() * add piece grabbing * Refactor dragging player to seperate event * 🤣 Who did this 🤣💯👌 * 📮 sussy 📮 * Update chessboard sprite, scale piece while dragging * yes * ye * y * Close tabletop window when player dies * Make interaction check more sane * Fix funny behaviour when stunned * Add icon * Fix rsi * Make time passed check more accurate Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Use EyeManager.PixelsPerMeter Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Add missing import * Move viewport properties to XAML * Make shared system and component abstract * Use built in EntityManager * Use RaiseNetworkEvent instead of SendSystemNetworkMessage * Cache ViewSubscriberSystem * Move unnecessary code to prototype * Delete map on component shutdown instead of round restart * Make documentation match rest of codebase * Use ComponentManager instead of TryGetComponent * Use TryGetComponent instead of GetComponent * Add nullspace check to ClampPositionToViewport() * Set world pos instead of local pos * Improve server side verification * Use visualizer * Add netsync: false to sprites using visualizer * Close window when chessboard is picked up * Update to master * Fix bug when opening window while another is opened * Use ComponentManager * Use TryGetValue Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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{
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly EyeSystem _eye = default!;
Add chess (and mostly just tabletop backend stuff) (#4429) * Add draggable tabletop component * Use EntityCoordinates instead * Don't send coordinates every frame * Add chessboard + verb WIP * Add documentation, verb networking works now * Work so far Need PVS refactor before being able to continue Current code is broken * viewsubscriber magic * yes * Fix map creation * Add chess pieces, attempt prediction * Add chess sprites and yml * Clamping + other stuff * fix * stuff * StopDragging() StartDragging() * add piece grabbing * Refactor dragging player to seperate event * 🤣 Who did this 🤣💯👌 * 📮 sussy 📮 * Update chessboard sprite, scale piece while dragging * yes * ye * y * Close tabletop window when player dies * Make interaction check more sane * Fix funny behaviour when stunned * Add icon * Fix rsi * Make time passed check more accurate Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Use EyeManager.PixelsPerMeter Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Add missing import * Move viewport properties to XAML * Make shared system and component abstract * Use built in EntityManager * Use RaiseNetworkEvent instead of SendSystemNetworkMessage * Cache ViewSubscriberSystem * Move unnecessary code to prototype * Delete map on component shutdown instead of round restart * Make documentation match rest of codebase * Use ComponentManager instead of TryGetComponent * Use TryGetComponent instead of GetComponent * Add nullspace check to ClampPositionToViewport() * Set world pos instead of local pos * Improve server side verification * Use visualizer * Add netsync: false to sprites using visualizer * Close window when chessboard is picked up * Update to master * Fix bug when opening window while another is opened * Use ComponentManager * Use TryGetValue Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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[Dependency] private readonly ViewSubscriberSystem _viewSubscriberSystem = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
Add chess (and mostly just tabletop backend stuff) (#4429) * Add draggable tabletop component * Use EntityCoordinates instead * Don't send coordinates every frame * Add chessboard + verb WIP * Add documentation, verb networking works now * Work so far Need PVS refactor before being able to continue Current code is broken * viewsubscriber magic * yes * Fix map creation * Add chess pieces, attempt prediction * Add chess sprites and yml * Clamping + other stuff * fix * stuff * StopDragging() StartDragging() * add piece grabbing * Refactor dragging player to seperate event * 🤣 Who did this 🤣💯👌 * 📮 sussy 📮 * Update chessboard sprite, scale piece while dragging * yes * ye * y * Close tabletop window when player dies * Make interaction check more sane * Fix funny behaviour when stunned * Add icon * Fix rsi * Make time passed check more accurate Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Use EyeManager.PixelsPerMeter Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Add missing import * Move viewport properties to XAML * Make shared system and component abstract * Use built in EntityManager * Use RaiseNetworkEvent instead of SendSystemNetworkMessage * Cache ViewSubscriberSystem * Move unnecessary code to prototype * Delete map on component shutdown instead of round restart * Make documentation match rest of codebase * Use ComponentManager instead of TryGetComponent * Use TryGetComponent instead of GetComponent * Add nullspace check to ClampPositionToViewport() * Set world pos instead of local pos * Improve server side verification * Use visualizer * Add netsync: false to sprites using visualizer * Close window when chessboard is picked up * Update to master * Fix bug when opening window while another is opened * Use ComponentManager * Use TryGetValue Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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public override void Initialize()
{
base.Initialize();
Add chess (and mostly just tabletop backend stuff) (#4429) * Add draggable tabletop component * Use EntityCoordinates instead * Don't send coordinates every frame * Add chessboard + verb WIP * Add documentation, verb networking works now * Work so far Need PVS refactor before being able to continue Current code is broken * viewsubscriber magic * yes * Fix map creation * Add chess pieces, attempt prediction * Add chess sprites and yml * Clamping + other stuff * fix * stuff * StopDragging() StartDragging() * add piece grabbing * Refactor dragging player to seperate event * 🤣 Who did this 🤣💯👌 * 📮 sussy 📮 * Update chessboard sprite, scale piece while dragging * yes * ye * y * Close tabletop window when player dies * Make interaction check more sane * Fix funny behaviour when stunned * Add icon * Fix rsi * Make time passed check more accurate Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Use EyeManager.PixelsPerMeter Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Add missing import * Move viewport properties to XAML * Make shared system and component abstract * Use built in EntityManager * Use RaiseNetworkEvent instead of SendSystemNetworkMessage * Cache ViewSubscriberSystem * Move unnecessary code to prototype * Delete map on component shutdown instead of round restart * Make documentation match rest of codebase * Use ComponentManager instead of TryGetComponent * Use TryGetComponent instead of GetComponent * Add nullspace check to ClampPositionToViewport() * Set world pos instead of local pos * Improve server side verification * Use visualizer * Add netsync: false to sprites using visualizer * Close window when chessboard is picked up * Update to master * Fix bug when opening window while another is opened * Use ComponentManager * Use TryGetValue Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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SubscribeNetworkEvent<TabletopStopPlayingEvent>(OnStopPlaying);
SubscribeLocalEvent<TabletopGameComponent, ActivateInWorldEvent>(OnTabletopActivate);
Add chess (and mostly just tabletop backend stuff) (#4429) * Add draggable tabletop component * Use EntityCoordinates instead * Don't send coordinates every frame * Add chessboard + verb WIP * Add documentation, verb networking works now * Work so far Need PVS refactor before being able to continue Current code is broken * viewsubscriber magic * yes * Fix map creation * Add chess pieces, attempt prediction * Add chess sprites and yml * Clamping + other stuff * fix * stuff * StopDragging() StartDragging() * add piece grabbing * Refactor dragging player to seperate event * 🤣 Who did this 🤣💯👌 * 📮 sussy 📮 * Update chessboard sprite, scale piece while dragging * yes * ye * y * Close tabletop window when player dies * Make interaction check more sane * Fix funny behaviour when stunned * Add icon * Fix rsi * Make time passed check more accurate Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Use EyeManager.PixelsPerMeter Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Add missing import * Move viewport properties to XAML * Make shared system and component abstract * Use built in EntityManager * Use RaiseNetworkEvent instead of SendSystemNetworkMessage * Cache ViewSubscriberSystem * Move unnecessary code to prototype * Delete map on component shutdown instead of round restart * Make documentation match rest of codebase * Use ComponentManager instead of TryGetComponent * Use TryGetComponent instead of GetComponent * Add nullspace check to ClampPositionToViewport() * Set world pos instead of local pos * Improve server side verification * Use visualizer * Add netsync: false to sprites using visualizer * Close window when chessboard is picked up * Update to master * Fix bug when opening window while another is opened * Use ComponentManager * Use TryGetValue Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2021-09-13 11:58:44 +02:00
SubscribeLocalEvent<TabletopGameComponent, ComponentShutdown>(OnGameShutdown);
SubscribeLocalEvent<TabletopGamerComponent, PlayerDetachedEvent>(OnPlayerDetached);
SubscribeLocalEvent<TabletopGamerComponent, ComponentShutdown>(OnGamerShutdown);
SubscribeLocalEvent<TabletopGameComponent, GetVerbsEvent<ActivationVerb>>(AddPlayGameVerb);
SubscribeLocalEvent<TabletopGameComponent, InteractUsingEvent>(OnInteractUsing);
SubscribeNetworkEvent<TabletopRequestTakeOut>(OnTabletopRequestTakeOut);
InitializeMap();
}
private void OnTabletopRequestTakeOut(TabletopRequestTakeOut msg, EntitySessionEventArgs args)
{
if (args.SenderSession is not { } playerSession)
return;
var table = GetEntity(msg.TableUid);
if (!TryComp(table, out TabletopGameComponent? tabletop) || tabletop.Session is not { } session)
return;
if (!msg.Entity.IsValid())
return;
var entity = GetEntity(msg.Entity);
if (!TryComp(entity, out TabletopHologramComponent? hologram))
{
_popupSystem.PopupEntity(Loc.GetString("tabletop-error-remove-non-hologram"), table, args.SenderSession);
return;
}
// Check if player is actually playing at this table
if (!session.Players.ContainsKey(playerSession))
return;
// Find the entity, remove it from the session and set it's position to the tabletop
session.Entities.TryGetValue(entity, out var result);
session.Entities.Remove(result);
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tabletop.HologramsSpawned--; // Giedi Prime fix
QueueDel(result);
}
private void OnInteractUsing(EntityUid uid, TabletopGameComponent component, InteractUsingEvent args)
{
if (!EntityManager.TryGetComponent(args.User, out HandsComponent? hands))
return;
if (component.Session is not { } session)
return;
if (hands.ActiveHand == null)
return;
if (hands.ActiveHand.HeldEntity == null)
return;
var handEnt = hands.ActiveHand.HeldEntity.Value;
if (!TryComp<ItemComponent>(handEnt, out var item))
return;
// Skye hotfix to prevent people from infinitely spawning mice on the board games and crashing server.
if (component.HologramsSpawned >= component.MaximumHologramsAllowed)
{
_popupSystem.PopupEntity(Loc.GetString("tabletop-max-entities"), uid, args.User);
return;
}
component.HologramsSpawned++;
// Skye hotfix end
var meta = MetaData(handEnt);
var protoId = meta.EntityPrototype?.ID;
var hologram = Spawn(protoId, session.Position.Offset(-1, 0));
// Make sure the entity can be dragged and can be removed, move it into the board game world and add it to the Entities hashmap
EnsureComp<TabletopDraggableComponent>(hologram);
EnsureComp<TabletopHologramComponent>(hologram);
session.Entities.Add(hologram);
_popupSystem.PopupEntity(Loc.GetString("tabletop-added-piece"), uid, args.User);
}
protected override void OnTabletopMove(TabletopMoveEvent msg, EntitySessionEventArgs args)
{
if (args.SenderSession is not { } playerSession)
return;
if (!TryComp(GetEntity(msg.TableUid), out TabletopGameComponent? tabletop) || tabletop.Session is not { } session)
return;
// Check if player is actually playing at this table
if (!session.Players.ContainsKey(playerSession))
return;
base.OnTabletopMove(msg, args);
Add chess (and mostly just tabletop backend stuff) (#4429) * Add draggable tabletop component * Use EntityCoordinates instead * Don't send coordinates every frame * Add chessboard + verb WIP * Add documentation, verb networking works now * Work so far Need PVS refactor before being able to continue Current code is broken * viewsubscriber magic * yes * Fix map creation * Add chess pieces, attempt prediction * Add chess sprites and yml * Clamping + other stuff * fix * stuff * StopDragging() StartDragging() * add piece grabbing * Refactor dragging player to seperate event * 🤣 Who did this 🤣💯👌 * 📮 sussy 📮 * Update chessboard sprite, scale piece while dragging * yes * ye * y * Close tabletop window when player dies * Make interaction check more sane * Fix funny behaviour when stunned * Add icon * Fix rsi * Make time passed check more accurate Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Use EyeManager.PixelsPerMeter Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Add missing import * Move viewport properties to XAML * Make shared system and component abstract * Use built in EntityManager * Use RaiseNetworkEvent instead of SendSystemNetworkMessage * Cache ViewSubscriberSystem * Move unnecessary code to prototype * Delete map on component shutdown instead of round restart * Make documentation match rest of codebase * Use ComponentManager instead of TryGetComponent * Use TryGetComponent instead of GetComponent * Add nullspace check to ClampPositionToViewport() * Set world pos instead of local pos * Improve server side verification * Use visualizer * Add netsync: false to sprites using visualizer * Close window when chessboard is picked up * Update to master * Fix bug when opening window while another is opened * Use ComponentManager * Use TryGetValue Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2021-09-13 11:58:44 +02:00
}
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
2021-10-05 14:29:03 +11:00
/// <summary>
/// Add a verb that allows the player to start playing a tabletop game.
/// </summary>
private void AddPlayGameVerb(EntityUid uid, TabletopGameComponent component, GetVerbsEvent<ActivationVerb> args)
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
2021-10-05 14:29:03 +11:00
{
if (!args.CanAccess || !args.CanInteract)
return;
if (!EntityManager.TryGetComponent(args.User, out ActorComponent? actor))
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
2021-10-05 14:29:03 +11:00
return;
var playVerb = new ActivationVerb()
{
Text = Loc.GetString("tabletop-verb-play-game"),
Icon = new SpriteSpecifier.Texture(new ("/Textures/Interface/VerbIcons/die.svg.192dpi.png")),
Act = () => OpenSessionFor(actor.PlayerSession, uid)
};
args.Verbs.Add(playVerb);
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
2021-10-05 14:29:03 +11:00
}
private void OnTabletopActivate(EntityUid uid, TabletopGameComponent component, ActivateInWorldEvent args)
{
// Check that a player is attached to the entity.
2021-12-03 15:53:09 +01:00
if (!EntityManager.TryGetComponent(args.User, out ActorComponent? actor))
return;
OpenSessionFor(actor.PlayerSession, uid);
}
private void OnGameShutdown(EntityUid uid, TabletopGameComponent component, ComponentShutdown args)
Add chess (and mostly just tabletop backend stuff) (#4429) * Add draggable tabletop component * Use EntityCoordinates instead * Don't send coordinates every frame * Add chessboard + verb WIP * Add documentation, verb networking works now * Work so far Need PVS refactor before being able to continue Current code is broken * viewsubscriber magic * yes * Fix map creation * Add chess pieces, attempt prediction * Add chess sprites and yml * Clamping + other stuff * fix * stuff * StopDragging() StartDragging() * add piece grabbing * Refactor dragging player to seperate event * 🤣 Who did this 🤣💯👌 * 📮 sussy 📮 * Update chessboard sprite, scale piece while dragging * yes * ye * y * Close tabletop window when player dies * Make interaction check more sane * Fix funny behaviour when stunned * Add icon * Fix rsi * Make time passed check more accurate Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Use EyeManager.PixelsPerMeter Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Add missing import * Move viewport properties to XAML * Make shared system and component abstract * Use built in EntityManager * Use RaiseNetworkEvent instead of SendSystemNetworkMessage * Cache ViewSubscriberSystem * Move unnecessary code to prototype * Delete map on component shutdown instead of round restart * Make documentation match rest of codebase * Use ComponentManager instead of TryGetComponent * Use TryGetComponent instead of GetComponent * Add nullspace check to ClampPositionToViewport() * Set world pos instead of local pos * Improve server side verification * Use visualizer * Add netsync: false to sprites using visualizer * Close window when chessboard is picked up * Update to master * Fix bug when opening window while another is opened * Use ComponentManager * Use TryGetValue Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2021-09-13 11:58:44 +02:00
{
CleanupSession(uid);
Add chess (and mostly just tabletop backend stuff) (#4429) * Add draggable tabletop component * Use EntityCoordinates instead * Don't send coordinates every frame * Add chessboard + verb WIP * Add documentation, verb networking works now * Work so far Need PVS refactor before being able to continue Current code is broken * viewsubscriber magic * yes * Fix map creation * Add chess pieces, attempt prediction * Add chess sprites and yml * Clamping + other stuff * fix * stuff * StopDragging() StartDragging() * add piece grabbing * Refactor dragging player to seperate event * 🤣 Who did this 🤣💯👌 * 📮 sussy 📮 * Update chessboard sprite, scale piece while dragging * yes * ye * y * Close tabletop window when player dies * Make interaction check more sane * Fix funny behaviour when stunned * Add icon * Fix rsi * Make time passed check more accurate Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Use EyeManager.PixelsPerMeter Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Add missing import * Move viewport properties to XAML * Make shared system and component abstract * Use built in EntityManager * Use RaiseNetworkEvent instead of SendSystemNetworkMessage * Cache ViewSubscriberSystem * Move unnecessary code to prototype * Delete map on component shutdown instead of round restart * Make documentation match rest of codebase * Use ComponentManager instead of TryGetComponent * Use TryGetComponent instead of GetComponent * Add nullspace check to ClampPositionToViewport() * Set world pos instead of local pos * Improve server side verification * Use visualizer * Add netsync: false to sprites using visualizer * Close window when chessboard is picked up * Update to master * Fix bug when opening window while another is opened * Use ComponentManager * Use TryGetValue Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2021-09-13 11:58:44 +02:00
}
private void OnStopPlaying(TabletopStopPlayingEvent msg, EntitySessionEventArgs args)
Add chess (and mostly just tabletop backend stuff) (#4429) * Add draggable tabletop component * Use EntityCoordinates instead * Don't send coordinates every frame * Add chessboard + verb WIP * Add documentation, verb networking works now * Work so far Need PVS refactor before being able to continue Current code is broken * viewsubscriber magic * yes * Fix map creation * Add chess pieces, attempt prediction * Add chess sprites and yml * Clamping + other stuff * fix * stuff * StopDragging() StartDragging() * add piece grabbing * Refactor dragging player to seperate event * 🤣 Who did this 🤣💯👌 * 📮 sussy 📮 * Update chessboard sprite, scale piece while dragging * yes * ye * y * Close tabletop window when player dies * Make interaction check more sane * Fix funny behaviour when stunned * Add icon * Fix rsi * Make time passed check more accurate Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Use EyeManager.PixelsPerMeter Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Add missing import * Move viewport properties to XAML * Make shared system and component abstract * Use built in EntityManager * Use RaiseNetworkEvent instead of SendSystemNetworkMessage * Cache ViewSubscriberSystem * Move unnecessary code to prototype * Delete map on component shutdown instead of round restart * Make documentation match rest of codebase * Use ComponentManager instead of TryGetComponent * Use TryGetComponent instead of GetComponent * Add nullspace check to ClampPositionToViewport() * Set world pos instead of local pos * Improve server side verification * Use visualizer * Add netsync: false to sprites using visualizer * Close window when chessboard is picked up * Update to master * Fix bug when opening window while another is opened * Use ComponentManager * Use TryGetValue Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2021-09-13 11:58:44 +02:00
{
CloseSessionFor(args.SenderSession, GetEntity(msg.TableUid));
Add chess (and mostly just tabletop backend stuff) (#4429) * Add draggable tabletop component * Use EntityCoordinates instead * Don't send coordinates every frame * Add chessboard + verb WIP * Add documentation, verb networking works now * Work so far Need PVS refactor before being able to continue Current code is broken * viewsubscriber magic * yes * Fix map creation * Add chess pieces, attempt prediction * Add chess sprites and yml * Clamping + other stuff * fix * stuff * StopDragging() StartDragging() * add piece grabbing * Refactor dragging player to seperate event * 🤣 Who did this 🤣💯👌 * 📮 sussy 📮 * Update chessboard sprite, scale piece while dragging * yes * ye * y * Close tabletop window when player dies * Make interaction check more sane * Fix funny behaviour when stunned * Add icon * Fix rsi * Make time passed check more accurate Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Use EyeManager.PixelsPerMeter Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Add missing import * Move viewport properties to XAML * Make shared system and component abstract * Use built in EntityManager * Use RaiseNetworkEvent instead of SendSystemNetworkMessage * Cache ViewSubscriberSystem * Move unnecessary code to prototype * Delete map on component shutdown instead of round restart * Make documentation match rest of codebase * Use ComponentManager instead of TryGetComponent * Use TryGetComponent instead of GetComponent * Add nullspace check to ClampPositionToViewport() * Set world pos instead of local pos * Improve server side verification * Use visualizer * Add netsync: false to sprites using visualizer * Close window when chessboard is picked up * Update to master * Fix bug when opening window while another is opened * Use ComponentManager * Use TryGetValue Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2021-09-13 11:58:44 +02:00
}
private void OnPlayerDetached(EntityUid uid, TabletopGamerComponent component, PlayerDetachedEvent args)
Add chess (and mostly just tabletop backend stuff) (#4429) * Add draggable tabletop component * Use EntityCoordinates instead * Don't send coordinates every frame * Add chessboard + verb WIP * Add documentation, verb networking works now * Work so far Need PVS refactor before being able to continue Current code is broken * viewsubscriber magic * yes * Fix map creation * Add chess pieces, attempt prediction * Add chess sprites and yml * Clamping + other stuff * fix * stuff * StopDragging() StartDragging() * add piece grabbing * Refactor dragging player to seperate event * 🤣 Who did this 🤣💯👌 * 📮 sussy 📮 * Update chessboard sprite, scale piece while dragging * yes * ye * y * Close tabletop window when player dies * Make interaction check more sane * Fix funny behaviour when stunned * Add icon * Fix rsi * Make time passed check more accurate Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Use EyeManager.PixelsPerMeter Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Add missing import * Move viewport properties to XAML * Make shared system and component abstract * Use built in EntityManager * Use RaiseNetworkEvent instead of SendSystemNetworkMessage * Cache ViewSubscriberSystem * Move unnecessary code to prototype * Delete map on component shutdown instead of round restart * Make documentation match rest of codebase * Use ComponentManager instead of TryGetComponent * Use TryGetComponent instead of GetComponent * Add nullspace check to ClampPositionToViewport() * Set world pos instead of local pos * Improve server side verification * Use visualizer * Add netsync: false to sprites using visualizer * Close window when chessboard is picked up * Update to master * Fix bug when opening window while another is opened * Use ComponentManager * Use TryGetValue Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2021-09-13 11:58:44 +02:00
{
if(component.Tabletop.IsValid())
CloseSessionFor(args.Player, component.Tabletop);
Add chess (and mostly just tabletop backend stuff) (#4429) * Add draggable tabletop component * Use EntityCoordinates instead * Don't send coordinates every frame * Add chessboard + verb WIP * Add documentation, verb networking works now * Work so far Need PVS refactor before being able to continue Current code is broken * viewsubscriber magic * yes * Fix map creation * Add chess pieces, attempt prediction * Add chess sprites and yml * Clamping + other stuff * fix * stuff * StopDragging() StartDragging() * add piece grabbing * Refactor dragging player to seperate event * 🤣 Who did this 🤣💯👌 * 📮 sussy 📮 * Update chessboard sprite, scale piece while dragging * yes * ye * y * Close tabletop window when player dies * Make interaction check more sane * Fix funny behaviour when stunned * Add icon * Fix rsi * Make time passed check more accurate Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Use EyeManager.PixelsPerMeter Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Add missing import * Move viewport properties to XAML * Make shared system and component abstract * Use built in EntityManager * Use RaiseNetworkEvent instead of SendSystemNetworkMessage * Cache ViewSubscriberSystem * Move unnecessary code to prototype * Delete map on component shutdown instead of round restart * Make documentation match rest of codebase * Use ComponentManager instead of TryGetComponent * Use TryGetComponent instead of GetComponent * Add nullspace check to ClampPositionToViewport() * Set world pos instead of local pos * Improve server side verification * Use visualizer * Add netsync: false to sprites using visualizer * Close window when chessboard is picked up * Update to master * Fix bug when opening window while another is opened * Use ComponentManager * Use TryGetValue Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2021-09-13 11:58:44 +02:00
}
private void OnGamerShutdown(EntityUid uid, TabletopGamerComponent component, ComponentShutdown args)
Add chess (and mostly just tabletop backend stuff) (#4429) * Add draggable tabletop component * Use EntityCoordinates instead * Don't send coordinates every frame * Add chessboard + verb WIP * Add documentation, verb networking works now * Work so far Need PVS refactor before being able to continue Current code is broken * viewsubscriber magic * yes * Fix map creation * Add chess pieces, attempt prediction * Add chess sprites and yml * Clamping + other stuff * fix * stuff * StopDragging() StartDragging() * add piece grabbing * Refactor dragging player to seperate event * 🤣 Who did this 🤣💯👌 * 📮 sussy 📮 * Update chessboard sprite, scale piece while dragging * yes * ye * y * Close tabletop window when player dies * Make interaction check more sane * Fix funny behaviour when stunned * Add icon * Fix rsi * Make time passed check more accurate Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Use EyeManager.PixelsPerMeter Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Add missing import * Move viewport properties to XAML * Make shared system and component abstract * Use built in EntityManager * Use RaiseNetworkEvent instead of SendSystemNetworkMessage * Cache ViewSubscriberSystem * Move unnecessary code to prototype * Delete map on component shutdown instead of round restart * Make documentation match rest of codebase * Use ComponentManager instead of TryGetComponent * Use TryGetComponent instead of GetComponent * Add nullspace check to ClampPositionToViewport() * Set world pos instead of local pos * Improve server side verification * Use visualizer * Add netsync: false to sprites using visualizer * Close window when chessboard is picked up * Update to master * Fix bug when opening window while another is opened * Use ComponentManager * Use TryGetValue Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2021-09-13 11:58:44 +02:00
{
if (!EntityManager.TryGetComponent(uid, out ActorComponent? actor))
return;
Add chess (and mostly just tabletop backend stuff) (#4429) * Add draggable tabletop component * Use EntityCoordinates instead * Don't send coordinates every frame * Add chessboard + verb WIP * Add documentation, verb networking works now * Work so far Need PVS refactor before being able to continue Current code is broken * viewsubscriber magic * yes * Fix map creation * Add chess pieces, attempt prediction * Add chess sprites and yml * Clamping + other stuff * fix * stuff * StopDragging() StartDragging() * add piece grabbing * Refactor dragging player to seperate event * 🤣 Who did this 🤣💯👌 * 📮 sussy 📮 * Update chessboard sprite, scale piece while dragging * yes * ye * y * Close tabletop window when player dies * Make interaction check more sane * Fix funny behaviour when stunned * Add icon * Fix rsi * Make time passed check more accurate Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Use EyeManager.PixelsPerMeter Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Add missing import * Move viewport properties to XAML * Make shared system and component abstract * Use built in EntityManager * Use RaiseNetworkEvent instead of SendSystemNetworkMessage * Cache ViewSubscriberSystem * Move unnecessary code to prototype * Delete map on component shutdown instead of round restart * Make documentation match rest of codebase * Use ComponentManager instead of TryGetComponent * Use TryGetComponent instead of GetComponent * Add nullspace check to ClampPositionToViewport() * Set world pos instead of local pos * Improve server side verification * Use visualizer * Add netsync: false to sprites using visualizer * Close window when chessboard is picked up * Update to master * Fix bug when opening window while another is opened * Use ComponentManager * Use TryGetValue Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2021-09-13 11:58:44 +02:00
if(component.Tabletop.IsValid())
CloseSessionFor(actor.PlayerSession, component.Tabletop);
Add chess (and mostly just tabletop backend stuff) (#4429) * Add draggable tabletop component * Use EntityCoordinates instead * Don't send coordinates every frame * Add chessboard + verb WIP * Add documentation, verb networking works now * Work so far Need PVS refactor before being able to continue Current code is broken * viewsubscriber magic * yes * Fix map creation * Add chess pieces, attempt prediction * Add chess sprites and yml * Clamping + other stuff * fix * stuff * StopDragging() StartDragging() * add piece grabbing * Refactor dragging player to seperate event * 🤣 Who did this 🤣💯👌 * 📮 sussy 📮 * Update chessboard sprite, scale piece while dragging * yes * ye * y * Close tabletop window when player dies * Make interaction check more sane * Fix funny behaviour when stunned * Add icon * Fix rsi * Make time passed check more accurate Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Use EyeManager.PixelsPerMeter Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Add missing import * Move viewport properties to XAML * Make shared system and component abstract * Use built in EntityManager * Use RaiseNetworkEvent instead of SendSystemNetworkMessage * Cache ViewSubscriberSystem * Move unnecessary code to prototype * Delete map on component shutdown instead of round restart * Make documentation match rest of codebase * Use ComponentManager instead of TryGetComponent * Use TryGetComponent instead of GetComponent * Add nullspace check to ClampPositionToViewport() * Set world pos instead of local pos * Improve server side verification * Use visualizer * Add netsync: false to sprites using visualizer * Close window when chessboard is picked up * Update to master * Fix bug when opening window while another is opened * Use ComponentManager * Use TryGetValue Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2021-09-13 11:58:44 +02:00
}
public override void Update(float frameTime)
Add chess (and mostly just tabletop backend stuff) (#4429) * Add draggable tabletop component * Use EntityCoordinates instead * Don't send coordinates every frame * Add chessboard + verb WIP * Add documentation, verb networking works now * Work so far Need PVS refactor before being able to continue Current code is broken * viewsubscriber magic * yes * Fix map creation * Add chess pieces, attempt prediction * Add chess sprites and yml * Clamping + other stuff * fix * stuff * StopDragging() StartDragging() * add piece grabbing * Refactor dragging player to seperate event * 🤣 Who did this 🤣💯👌 * 📮 sussy 📮 * Update chessboard sprite, scale piece while dragging * yes * ye * y * Close tabletop window when player dies * Make interaction check more sane * Fix funny behaviour when stunned * Add icon * Fix rsi * Make time passed check more accurate Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Use EyeManager.PixelsPerMeter Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Add missing import * Move viewport properties to XAML * Make shared system and component abstract * Use built in EntityManager * Use RaiseNetworkEvent instead of SendSystemNetworkMessage * Cache ViewSubscriberSystem * Move unnecessary code to prototype * Delete map on component shutdown instead of round restart * Make documentation match rest of codebase * Use ComponentManager instead of TryGetComponent * Use TryGetComponent instead of GetComponent * Add nullspace check to ClampPositionToViewport() * Set world pos instead of local pos * Improve server side verification * Use visualizer * Add netsync: false to sprites using visualizer * Close window when chessboard is picked up * Update to master * Fix bug when opening window while another is opened * Use ComponentManager * Use TryGetValue Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2021-09-13 11:58:44 +02:00
{
base.Update(frameTime);
Add chess (and mostly just tabletop backend stuff) (#4429) * Add draggable tabletop component * Use EntityCoordinates instead * Don't send coordinates every frame * Add chessboard + verb WIP * Add documentation, verb networking works now * Work so far Need PVS refactor before being able to continue Current code is broken * viewsubscriber magic * yes * Fix map creation * Add chess pieces, attempt prediction * Add chess sprites and yml * Clamping + other stuff * fix * stuff * StopDragging() StartDragging() * add piece grabbing * Refactor dragging player to seperate event * 🤣 Who did this 🤣💯👌 * 📮 sussy 📮 * Update chessboard sprite, scale piece while dragging * yes * ye * y * Close tabletop window when player dies * Make interaction check more sane * Fix funny behaviour when stunned * Add icon * Fix rsi * Make time passed check more accurate Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Use EyeManager.PixelsPerMeter Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Add missing import * Move viewport properties to XAML * Make shared system and component abstract * Use built in EntityManager * Use RaiseNetworkEvent instead of SendSystemNetworkMessage * Cache ViewSubscriberSystem * Move unnecessary code to prototype * Delete map on component shutdown instead of round restart * Make documentation match rest of codebase * Use ComponentManager instead of TryGetComponent * Use TryGetComponent instead of GetComponent * Add nullspace check to ClampPositionToViewport() * Set world pos instead of local pos * Improve server side verification * Use visualizer * Add netsync: false to sprites using visualizer * Close window when chessboard is picked up * Update to master * Fix bug when opening window while another is opened * Use ComponentManager * Use TryGetValue Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2021-09-13 11:58:44 +02:00
var query = EntityQueryEnumerator<TabletopGamerComponent>();
while (query.MoveNext(out var uid, out var gamer))
Add chess (and mostly just tabletop backend stuff) (#4429) * Add draggable tabletop component * Use EntityCoordinates instead * Don't send coordinates every frame * Add chessboard + verb WIP * Add documentation, verb networking works now * Work so far Need PVS refactor before being able to continue Current code is broken * viewsubscriber magic * yes * Fix map creation * Add chess pieces, attempt prediction * Add chess sprites and yml * Clamping + other stuff * fix * stuff * StopDragging() StartDragging() * add piece grabbing * Refactor dragging player to seperate event * 🤣 Who did this 🤣💯👌 * 📮 sussy 📮 * Update chessboard sprite, scale piece while dragging * yes * ye * y * Close tabletop window when player dies * Make interaction check more sane * Fix funny behaviour when stunned * Add icon * Fix rsi * Make time passed check more accurate Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Use EyeManager.PixelsPerMeter Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Add missing import * Move viewport properties to XAML * Make shared system and component abstract * Use built in EntityManager * Use RaiseNetworkEvent instead of SendSystemNetworkMessage * Cache ViewSubscriberSystem * Move unnecessary code to prototype * Delete map on component shutdown instead of round restart * Make documentation match rest of codebase * Use ComponentManager instead of TryGetComponent * Use TryGetComponent instead of GetComponent * Add nullspace check to ClampPositionToViewport() * Set world pos instead of local pos * Improve server side verification * Use visualizer * Add netsync: false to sprites using visualizer * Close window when chessboard is picked up * Update to master * Fix bug when opening window while another is opened * Use ComponentManager * Use TryGetValue Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2021-09-13 11:58:44 +02:00
{
if (!Exists(gamer.Tabletop))
continue;
Add chess (and mostly just tabletop backend stuff) (#4429) * Add draggable tabletop component * Use EntityCoordinates instead * Don't send coordinates every frame * Add chessboard + verb WIP * Add documentation, verb networking works now * Work so far Need PVS refactor before being able to continue Current code is broken * viewsubscriber magic * yes * Fix map creation * Add chess pieces, attempt prediction * Add chess sprites and yml * Clamping + other stuff * fix * stuff * StopDragging() StartDragging() * add piece grabbing * Refactor dragging player to seperate event * 🤣 Who did this 🤣💯👌 * 📮 sussy 📮 * Update chessboard sprite, scale piece while dragging * yes * ye * y * Close tabletop window when player dies * Make interaction check more sane * Fix funny behaviour when stunned * Add icon * Fix rsi * Make time passed check more accurate Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Use EyeManager.PixelsPerMeter Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Add missing import * Move viewport properties to XAML * Make shared system and component abstract * Use built in EntityManager * Use RaiseNetworkEvent instead of SendSystemNetworkMessage * Cache ViewSubscriberSystem * Move unnecessary code to prototype * Delete map on component shutdown instead of round restart * Make documentation match rest of codebase * Use ComponentManager instead of TryGetComponent * Use TryGetComponent instead of GetComponent * Add nullspace check to ClampPositionToViewport() * Set world pos instead of local pos * Improve server side verification * Use visualizer * Add netsync: false to sprites using visualizer * Close window when chessboard is picked up * Update to master * Fix bug when opening window while another is opened * Use ComponentManager * Use TryGetValue Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2021-09-13 11:58:44 +02:00
if (!TryComp(uid, out ActorComponent? actor))
{
EntityManager.RemoveComponent<TabletopGamerComponent>(uid);
return;
}
Add chess (and mostly just tabletop backend stuff) (#4429) * Add draggable tabletop component * Use EntityCoordinates instead * Don't send coordinates every frame * Add chessboard + verb WIP * Add documentation, verb networking works now * Work so far Need PVS refactor before being able to continue Current code is broken * viewsubscriber magic * yes * Fix map creation * Add chess pieces, attempt prediction * Add chess sprites and yml * Clamping + other stuff * fix * stuff * StopDragging() StartDragging() * add piece grabbing * Refactor dragging player to seperate event * 🤣 Who did this 🤣💯👌 * 📮 sussy 📮 * Update chessboard sprite, scale piece while dragging * yes * ye * y * Close tabletop window when player dies * Make interaction check more sane * Fix funny behaviour when stunned * Add icon * Fix rsi * Make time passed check more accurate Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Use EyeManager.PixelsPerMeter Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Add missing import * Move viewport properties to XAML * Make shared system and component abstract * Use built in EntityManager * Use RaiseNetworkEvent instead of SendSystemNetworkMessage * Cache ViewSubscriberSystem * Move unnecessary code to prototype * Delete map on component shutdown instead of round restart * Make documentation match rest of codebase * Use ComponentManager instead of TryGetComponent * Use TryGetComponent instead of GetComponent * Add nullspace check to ClampPositionToViewport() * Set world pos instead of local pos * Improve server side verification * Use visualizer * Add netsync: false to sprites using visualizer * Close window when chessboard is picked up * Update to master * Fix bug when opening window while another is opened * Use ComponentManager * Use TryGetValue Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2021-09-13 11:58:44 +02:00
if (actor.PlayerSession.Status != SessionStatus.InGame || !CanSeeTable(uid, gamer.Tabletop))
2022-04-28 19:57:51 +12:00
CloseSessionFor(actor.PlayerSession, gamer.Tabletop);
Add chess (and mostly just tabletop backend stuff) (#4429) * Add draggable tabletop component * Use EntityCoordinates instead * Don't send coordinates every frame * Add chessboard + verb WIP * Add documentation, verb networking works now * Work so far Need PVS refactor before being able to continue Current code is broken * viewsubscriber magic * yes * Fix map creation * Add chess pieces, attempt prediction * Add chess sprites and yml * Clamping + other stuff * fix * stuff * StopDragging() StartDragging() * add piece grabbing * Refactor dragging player to seperate event * 🤣 Who did this 🤣💯👌 * 📮 sussy 📮 * Update chessboard sprite, scale piece while dragging * yes * ye * y * Close tabletop window when player dies * Make interaction check more sane * Fix funny behaviour when stunned * Add icon * Fix rsi * Make time passed check more accurate Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Use EyeManager.PixelsPerMeter Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Add missing import * Move viewport properties to XAML * Make shared system and component abstract * Use built in EntityManager * Use RaiseNetworkEvent instead of SendSystemNetworkMessage * Cache ViewSubscriberSystem * Move unnecessary code to prototype * Delete map on component shutdown instead of round restart * Make documentation match rest of codebase * Use ComponentManager instead of TryGetComponent * Use TryGetComponent instead of GetComponent * Add nullspace check to ClampPositionToViewport() * Set world pos instead of local pos * Improve server side verification * Use visualizer * Add netsync: false to sprites using visualizer * Close window when chessboard is picked up * Update to master * Fix bug when opening window while another is opened * Use ComponentManager * Use TryGetValue Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2021-09-13 11:58:44 +02:00
}
}
}
}