Some work
This commit is contained in:
@@ -100,7 +100,7 @@ namespace Content.Server.GameObjects.Components.Gravity
|
|||||||
|
|
||||||
public bool WelderAct(WelderActEventArgs eventArgs)
|
public bool WelderAct(WelderActEventArgs eventArgs)
|
||||||
{
|
{
|
||||||
var welder = (WelderComponent)eventArgs.ToolComponent;
|
var welder = eventArgs.WelderComponent;
|
||||||
if (!welder.TryWeld(5.0f)) return false;
|
if (!welder.TryWeld(5.0f)) return false;
|
||||||
// Repair generator
|
// Repair generator
|
||||||
var damageable = Owner.GetComponent<DamageableComponent>();
|
var damageable = Owner.GetComponent<DamageableComponent>();
|
||||||
|
|||||||
@@ -2,6 +2,8 @@
|
|||||||
// ReSharper disable once RedundantUsingDirective
|
// ReSharper disable once RedundantUsingDirective
|
||||||
|
|
||||||
using System;
|
using System;
|
||||||
|
using System.Linq;
|
||||||
|
using System.Reflection.Metadata.Ecma335;
|
||||||
using Content.Server.GameObjects.Components.Chemistry;
|
using Content.Server.GameObjects.Components.Chemistry;
|
||||||
using Content.Server.GameObjects.EntitySystems;
|
using Content.Server.GameObjects.EntitySystems;
|
||||||
using Content.Shared.Audio;
|
using Content.Shared.Audio;
|
||||||
@@ -30,7 +32,7 @@ using Robust.Shared.ViewVariables;
|
|||||||
namespace Content.Server.GameObjects.Components.Interactable
|
namespace Content.Server.GameObjects.Components.Interactable
|
||||||
{
|
{
|
||||||
[RegisterComponent]
|
[RegisterComponent]
|
||||||
public class ToolComponent : SharedToolComponent, IExamine, IAfterAttack, IUse, IAttack
|
public class ToolComponent : SharedToolComponent, IAfterAttack
|
||||||
{
|
{
|
||||||
#pragma warning disable 649
|
#pragma warning disable 649
|
||||||
[Dependency] private IEntitySystemManager _entitySystemManager;
|
[Dependency] private IEntitySystemManager _entitySystemManager;
|
||||||
@@ -114,7 +116,17 @@ namespace Content.Server.GameObjects.Components.Interactable
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// Status modifier which determines whether or not we can act as a tool at this time
|
/// Status modifier which determines whether or not we can act as a tool at this time
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public virtual bool CanUse()
|
public virtual bool CanUse(float resource)
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Method which will try to use the current tool and consume resources/power if applicable.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="resource">The amount of resource</param>
|
||||||
|
/// <returns>Whether the tool could be used or not.</returns>
|
||||||
|
public virtual bool TryUse(float resource = 0f)
|
||||||
{
|
{
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
@@ -142,6 +154,9 @@ namespace Content.Server.GameObjects.Components.Interactable
|
|||||||
|
|
||||||
public void AfterAttack(AfterAttackEventArgs eventArgs)
|
public void AfterAttack(AfterAttackEventArgs eventArgs)
|
||||||
{
|
{
|
||||||
|
if (eventArgs.Attacked != null && RaiseToolAct(eventArgs))
|
||||||
|
return;
|
||||||
|
|
||||||
if (Behavior != Tool.Crowbar)
|
if (Behavior != Tool.Crowbar)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
@@ -166,17 +181,100 @@ namespace Content.Server.GameObjects.Components.Interactable
|
|||||||
tileItem.Transform.WorldPosition += (0.2f, 0.2f);
|
tileItem.Transform.WorldPosition += (0.2f, 0.2f);
|
||||||
}
|
}
|
||||||
|
|
||||||
public virtual bool UseEntity(UseEntityEventArgs eventArgs)
|
private bool RaiseToolAct(AfterAttackEventArgs eventArgs)
|
||||||
{
|
{
|
||||||
|
var attacked = eventArgs.Attacked;
|
||||||
|
var clickLocation = eventArgs.ClickLocation;
|
||||||
|
var user = eventArgs.User;
|
||||||
|
|
||||||
|
switch (Behavior)
|
||||||
|
{
|
||||||
|
case Tool.Wrench:
|
||||||
|
var wrenchList = attacked.GetAllComponents<IWrenchAct>().ToList();
|
||||||
|
var wrenchAttackBy = new WrenchActEventArgs()
|
||||||
|
{ User = user, ClickLocation = clickLocation, AttackWith = Owner };
|
||||||
|
|
||||||
|
foreach (var comp in wrenchList)
|
||||||
|
{
|
||||||
|
if (comp.WrenchAct(wrenchAttackBy))
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
break;
|
||||||
|
|
||||||
|
case Tool.Crowbar:
|
||||||
|
var crowbarList = attacked.GetAllComponents<ICrowbarAct>().ToList();
|
||||||
|
var crowbarAttackBy = new CrowbarActEventArgs()
|
||||||
|
{ User = user, ClickLocation = clickLocation, AttackWith = Owner };
|
||||||
|
|
||||||
|
foreach (var comp in crowbarList)
|
||||||
|
{
|
||||||
|
if (comp.CrowbarAct(crowbarAttackBy))
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
break;
|
||||||
|
|
||||||
|
case Tool.Screwdriver:
|
||||||
|
var screwdriverList = attacked.GetAllComponents<IScrewdriverAct>().ToList();
|
||||||
|
var screwdriverAttackBy = new ScrewdriverActEventArgs()
|
||||||
|
{ User = user, ClickLocation = clickLocation, AttackWith = Owner };
|
||||||
|
|
||||||
|
foreach (var comp in screwdriverList)
|
||||||
|
{
|
||||||
|
if (comp.ScrewdriverAct(screwdriverAttackBy))
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
break;
|
||||||
|
|
||||||
|
case Tool.Wirecutter:
|
||||||
|
var wirecutterList = attacked.GetAllComponents<IWirecutterAct>().ToList();
|
||||||
|
var wirecutterAttackBy = new WirecutterActEventArgs()
|
||||||
|
{ User = user, ClickLocation = clickLocation, AttackWith = Owner };
|
||||||
|
|
||||||
|
foreach (var comp in wirecutterList)
|
||||||
|
{
|
||||||
|
if (comp.WirecutterAct(wirecutterAttackBy))
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case Tool.Welder:
|
||||||
|
var welderList = attacked.GetAllComponents<IWelderAct>().ToList();
|
||||||
|
var welder = (WelderComponent) this;
|
||||||
|
var welderAttackBy = new WelderActEventArgs()
|
||||||
|
{
|
||||||
|
User = user, ClickLocation = clickLocation, AttackWith = Owner,
|
||||||
|
Fuel = welder.Fuel, FuelCapacity = welder.FuelCapacity
|
||||||
|
};
|
||||||
|
|
||||||
|
foreach (var comp in welderList)
|
||||||
|
{
|
||||||
|
if (comp.WelderAct(welderAttackBy))
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
break;
|
||||||
|
|
||||||
|
case Tool.Multitool:
|
||||||
|
var multitoolList = attacked.GetAllComponents<IMultitoolAct>().ToList();
|
||||||
|
var multitoolAttackBy = new MultitoolActEventArgs()
|
||||||
|
{ User = user, ClickLocation = clickLocation, AttackWith = Owner };
|
||||||
|
|
||||||
|
foreach (var comp in multitoolList)
|
||||||
|
{
|
||||||
|
if (comp.MultitoolAct(multitoolAttackBy))
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
break;
|
||||||
|
|
||||||
|
default:
|
||||||
|
throw new ArgumentOutOfRangeException();
|
||||||
|
}
|
||||||
|
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
public virtual void Examine(FormattedMessage message)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
public virtual void Attack(AttackEventArgs eventArgs)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -17,7 +17,7 @@ namespace Content.Server.GameObjects.Components.Interactable
|
|||||||
{
|
{
|
||||||
[RegisterComponent]
|
[RegisterComponent]
|
||||||
[ComponentReference(typeof(ToolComponent))]
|
[ComponentReference(typeof(ToolComponent))]
|
||||||
public class WelderComponent : ToolComponent
|
public class WelderComponent : ToolComponent, IExamine, IUse
|
||||||
{
|
{
|
||||||
#pragma warning disable 649
|
#pragma warning disable 649
|
||||||
[Dependency] private IEntitySystemManager _entitySystemManager;
|
[Dependency] private IEntitySystemManager _entitySystemManager;
|
||||||
@@ -80,14 +80,16 @@ namespace Content.Server.GameObjects.Components.Interactable
|
|||||||
return new WelderComponentState(FuelCapacity, Fuel, WelderLit);
|
return new WelderComponentState(FuelCapacity, Fuel, WelderLit);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
public bool CanUse()
|
||||||
/// Status modifier which determines whether or not we can act as a tool at this time
|
|
||||||
/// </summary>
|
|
||||||
public override bool CanUse()
|
|
||||||
{
|
{
|
||||||
return CanWeld(DefaultFuelCost);
|
return CanWeld(DefaultFuelCost);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public bool TryUse()
|
||||||
|
{
|
||||||
|
return TryWeld(DefaultFuelCost);
|
||||||
|
}
|
||||||
|
|
||||||
public bool TryWeld(float value)
|
public bool TryWeld(float value)
|
||||||
{
|
{
|
||||||
if (!WelderLit || !CanWeld(value) || _solutionComponent == null)
|
if (!WelderLit || !CanWeld(value) || _solutionComponent == null)
|
||||||
@@ -133,12 +135,12 @@ namespace Content.Server.GameObjects.Components.Interactable
|
|||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
public override bool UseEntity(UseEntityEventArgs eventArgs)
|
public bool UseEntity(UseEntityEventArgs eventArgs)
|
||||||
{
|
{
|
||||||
return ToggleWelderStatus();
|
return ToggleWelderStatus();
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void Examine(FormattedMessage message)
|
public void Examine(FormattedMessage message)
|
||||||
{
|
{
|
||||||
if (WelderLit)
|
if (WelderLit)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -135,6 +135,7 @@ namespace Content.Server.GameObjects.EntitySystems
|
|||||||
public class WelderActEventArgs : ToolActEventArgs
|
public class WelderActEventArgs : ToolActEventArgs
|
||||||
{
|
{
|
||||||
public override Tool Behavior => Tool.Welder;
|
public override Tool Behavior => Tool.Welder;
|
||||||
|
public WelderComponent WelderComponent => (WelderComponent)ToolComponent;
|
||||||
public bool Lit { get; set; }
|
public bool Lit { get; set; }
|
||||||
public float Fuel { get; set; }
|
public float Fuel { get; set; }
|
||||||
public float FuelCapacity { get; set; }
|
public float FuelCapacity { get; set; }
|
||||||
@@ -680,97 +681,6 @@ namespace Content.Server.GameObjects.EntitySystems
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// We handle specific tools AttackBy here.
|
|
||||||
if (weapon.TryGetComponent<ToolComponent>(out var tool))
|
|
||||||
{
|
|
||||||
switch (tool.Behavior)
|
|
||||||
{
|
|
||||||
case Tool.Wrench:
|
|
||||||
var wrenchList = attacked.GetAllComponents<IWrenchAct>().ToList();
|
|
||||||
var wrenchAttackBy = new WrenchActEventArgs()
|
|
||||||
{ User = user, ClickLocation = clickLocation, AttackWith = weapon };
|
|
||||||
|
|
||||||
foreach (var comp in wrenchList)
|
|
||||||
{
|
|
||||||
if (comp.WrenchAct(wrenchAttackBy))
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
break;
|
|
||||||
|
|
||||||
case Tool.Crowbar:
|
|
||||||
var crowbarList = attacked.GetAllComponents<ICrowbarAct>().ToList();
|
|
||||||
var crowbarAttackBy = new CrowbarActEventArgs()
|
|
||||||
{ User = user, ClickLocation = clickLocation, AttackWith = weapon };
|
|
||||||
|
|
||||||
foreach (var comp in crowbarList)
|
|
||||||
{
|
|
||||||
if (comp.CrowbarAct(crowbarAttackBy))
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
break;
|
|
||||||
|
|
||||||
case Tool.Screwdriver:
|
|
||||||
var screwdriverList = attacked.GetAllComponents<IScrewdriverAct>().ToList();
|
|
||||||
var screwdriverAttackBy = new ScrewdriverActEventArgs()
|
|
||||||
{ User = user, ClickLocation = clickLocation, AttackWith = weapon };
|
|
||||||
|
|
||||||
foreach (var comp in screwdriverList)
|
|
||||||
{
|
|
||||||
if (comp.ScrewdriverAct(screwdriverAttackBy))
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
break;
|
|
||||||
|
|
||||||
case Tool.Wirecutter:
|
|
||||||
var wirecutterList = attacked.GetAllComponents<IWirecutterAct>().ToList();
|
|
||||||
var wirecutterAttackBy = new WirecutterActEventArgs()
|
|
||||||
{ User = user, ClickLocation = clickLocation, AttackWith = weapon };
|
|
||||||
|
|
||||||
foreach (var comp in wirecutterList)
|
|
||||||
{
|
|
||||||
if (comp.WirecutterAct(wirecutterAttackBy))
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case Tool.Welder:
|
|
||||||
var welderList = attacked.GetAllComponents<IWelderAct>().ToList();
|
|
||||||
var welder = (WelderComponent) tool;
|
|
||||||
var welderAttackBy = new WelderActEventArgs()
|
|
||||||
{
|
|
||||||
User = user, ClickLocation = clickLocation, AttackWith = weapon,
|
|
||||||
Fuel = welder.Fuel, FuelCapacity = welder.FuelCapacity
|
|
||||||
};
|
|
||||||
|
|
||||||
foreach (var comp in welderList)
|
|
||||||
{
|
|
||||||
if (comp.WelderAct(welderAttackBy))
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
break;
|
|
||||||
|
|
||||||
case Tool.Multitool:
|
|
||||||
var multitoolList = attacked.GetAllComponents<IMultitoolAct>().ToList();
|
|
||||||
var multitoolAttackBy = new MultitoolActEventArgs()
|
|
||||||
{ User = user, ClickLocation = clickLocation, AttackWith = weapon };
|
|
||||||
|
|
||||||
foreach (var comp in multitoolList)
|
|
||||||
{
|
|
||||||
if (comp.MultitoolAct(multitoolAttackBy))
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
break;
|
|
||||||
|
|
||||||
default:
|
|
||||||
throw new ArgumentOutOfRangeException();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
var afterAtkMsg = new AfterAttackMessage(user, weapon, attacked, clickLocation);
|
var afterAtkMsg = new AfterAttackMessage(user, weapon, attacked, clickLocation);
|
||||||
RaiseLocalEvent(afterAtkMsg);
|
RaiseLocalEvent(afterAtkMsg);
|
||||||
if (afterAtkMsg.Handled)
|
if (afterAtkMsg.Handled)
|
||||||
|
|||||||
Reference in New Issue
Block a user