Moving PDA to ECS (#4538)

* Moved pen slot to separate component

* Moved it all to more generic item slot class

* Add sounds

* Item slots now supports many slots

* Some clean-up

* Refactored slots a bit

* Moving ID card out

* Moving pda to system

* Moving PDA owner to ECS

* Moved PDA flashlight to separate component

* Toggle lights work through events

* Fixing UI

* Moving uplink to separate component

* Continue moving uplink to separate component

* More cleaning

* Removing pda shared

* Nuked shared pda component

* Fixed flashlight

* Pen slot now showed in UI

* Light toggle now shows correctly in UI

* Small refactoring of item slots

* Added contained entity

* Fixed tests

* Finished with PDA

* Moving PDA uplink to separate window

* Adding-removing uplink should show new button

* Working on a better debug

* Debug command to add uplink

* Uplink send state to UI

* Almost working UI

* Uplink correcty updates when you buy-sell items

* Ups

* Moved localization to separate file

* Minor fixes

* Removed item slots methods events

* Removed PDA owner name

* Removed one uplink event

* Deleted all uplink events

* Removed flashlight events

* Update Content.Shared/Traitor/Uplink/UplinkVisuals.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Update Content.Server/Containers/ItemSlot/ItemSlotsSystem.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Update Content.Server/Containers/ItemSlot/ItemSlotsSystem.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Update Content.Server/GameTicking/Presets/PresetTraitorDeathMatch.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Item slots system review

* Flashlight review

* PDA to XAML

* Move UplinkMenu to seperate class, fix WeightedColors methods

* Move UI to XAML

* Moved events to entity id

* Address review

* Removed uplink extensions

* Minor fix

* Moved item slots to shared

* My bad Robust...

* Fixed pda sound

* Fixed pda tests

* Fixed pda test again

Co-authored-by: Alexander Evgrashin <evgrashin.adl@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Visne <vincefvanwijk@gmail.com>
This commit is contained in:
Alex Evgrashin
2021-10-03 07:05:52 +03:00
committed by GitHub
parent 39270d3ec7
commit e5df8dbee3
50 changed files with 1815 additions and 1313 deletions

View File

@@ -1,17 +1,19 @@
using System.Collections.Generic;
using System.Collections.Generic;
using Content.Server.Chat.Managers;
using Content.Server.GameTicking.Rules;
using Content.Server.Inventory.Components;
using Content.Server.Items;
using Content.Server.PDA;
using Content.Server.PDA.Managers;
using Content.Server.Players;
using Content.Server.Suspicion;
using Content.Server.Suspicion.Roles;
using Content.Shared;
using Content.Server.Traitor.Uplink;
using Content.Server.Traitor.Uplink.Components;
using Content.Server.Traitor.Uplink.Systems;
using Content.Shared.CCVar;
using Content.Shared.Inventory;
using Content.Shared.PDA;
using Content.Shared.Roles;
using Content.Shared.Traitor.Uplink;
using Robust.Server.Player;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
@@ -31,6 +33,8 @@ namespace Content.Server.GameTicking.Presets
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] protected readonly IEntityManager EntityManager = default!;
[Dependency] private readonly IUplinkManager _uplinkManager = default!;
public int MinPlayers { get; set; }
public int MinTraitors { get; set; }
@@ -109,28 +113,17 @@ namespace Content.Server.GameTicking.Presets
var traitorRole = new SuspicionTraitorRole(mind!, antagPrototype);
mind!.AddRole(traitorRole);
traitors.Add(traitorRole);
// creadth: we need to create uplink for the antag.
// PDA should be in place already, so we just need to
// initiate uplink account.
var uplinkAccount =
new UplinkAccount(mind.OwnedEntity!.Uid,
TraitorStartingBalance);
var inventory = mind.OwnedEntity.GetComponent<InventoryComponent>();
if (!inventory.TryGetSlotItem(EquipmentSlotDefines.Slots.IDCARD, out ItemComponent? pdaItem))
{
var uplinkAccount = new UplinkAccount(mind.OwnedEntity!.Uid, TraitorStartingBalance);
_uplinkManager.AddNewAccount(uplinkAccount);
// try to place uplink
if (!EntityManager.EntitySysManager.GetEntitySystem<UplinkSystem>()
.AddUplink(mind.OwnedEntity, uplinkAccount))
continue;
}
var pda = pdaItem.Owner;
var pdaComponent = pda.GetComponent<PDAComponent>();
if (pdaComponent.IdSlotEmpty)
{
continue;
}
pdaComponent.InitUplinkAccount(uplinkAccount);
}
foreach (var player in list)