Fix some things setting StackComponent count manually.

This commit is contained in:
Vera Aguilera Puerto
2021-05-30 08:53:02 +02:00
parent 88f5c620db
commit 1ec2f39291
6 changed files with 21 additions and 17 deletions

View File

@@ -3,6 +3,7 @@ using System;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Stack;
using Content.Shared.Construction;
using Content.Shared.GameObjects.EntitySystems;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.Log;
@@ -19,14 +20,9 @@ namespace Content.Server.Construction.Completions
public async Task PerformAction(IEntity entity, IEntity? user)
{
if (entity.Deleted) return;
if(!entity.TryGetComponent(out StackComponent? stackComponent)) return;
if(!entity.HasComponent<StackComponent>()) return;
stackComponent.Count = Math.Min(stackComponent.MaxCount, Amount);
if (Amount > stackComponent.MaxCount)
{
Logger.Warning("StackCount is bigger than maximum stack capacity, for entity " + entity.Name);
}
entity.EntityManager.EventBus.RaiseLocalEvent(entity.Uid, new StackChangeCountEvent(Amount), false);
}
}
}

View File

@@ -3,6 +3,7 @@ using System;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Stack;
using Content.Shared.Construction;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Utility;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
@@ -27,10 +28,8 @@ namespace Content.Server.Construction.Completions
if (EntityPrototypeHelpers.HasComponent<StackComponent>(Prototype))
{
var _entity = entityManager.SpawnEntity(Prototype, coordinates);
StackComponent stackComponent = _entity.GetComponent<StackComponent>();
stackComponent.Count = Math.Min(stackComponent.MaxCount, Amount);
var stack = entityManager.SpawnEntity(Prototype, coordinates);
stack.EntityManager.EventBus.RaiseLocalEvent(stack.Uid, new StackChangeCountEvent(Amount), false);
}
else
{

View File

@@ -4,6 +4,7 @@ using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Interactable;
using Content.Server.GameObjects.Components.Stack;
using Content.Shared.GameObjects.Components.Interactable;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Prototypes;
@@ -58,8 +59,10 @@ namespace Content.Server.GameObjects.Components.Construction
{
var droppedEnt = Owner.EntityManager.SpawnEntity(result, resultPosition);
if (droppedEnt.TryGetComponent<StackComponent>(out var stackComp))
stackComp.Count = 1;
// TODO: If something has a stack... Just use a prototype with a single thing in the stack.
// This is not a good way to do it.
if (droppedEnt.HasComponent<StackComponent>())
Owner.EntityManager.EventBus.RaiseLocalEvent(droppedEnt.Uid, new StackChangeCountEvent(1), false);
}
return true;

View File

@@ -3,6 +3,7 @@ using System;
using System.Collections.Generic;
using Content.Server.GameObjects.Components.Stack;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Utility;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
@@ -32,8 +33,7 @@ namespace Content.Server.GameObjects.Components.Destructible.Thresholds.Behavior
if (EntityPrototypeHelpers.HasComponent<StackComponent>(entityId))
{
var spawned = owner.EntityManager.SpawnEntity(entityId, owner.Transform.MapPosition);
var stack = spawned.GetComponent<StackComponent>();
stack.Count = count;
owner.EntityManager.EventBus.RaiseLocalEvent(spawned.Uid, new StackChangeCountEvent(count), false);
spawned.RandomOffset(0.5f);
}
else

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@@ -3,6 +3,7 @@ using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Interactable;
using Content.Server.GameObjects.Components.Stack;
using Content.Shared.GameObjects.Components.Interactable;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Prototypes;
@@ -44,8 +45,9 @@ namespace Content.Server.GameObjects.Components.Power
Owner.Delete();
var droppedEnt = Owner.EntityManager.SpawnEntity(_wireDroppedOnCutPrototype, eventArgs.ClickLocation);
if (droppedEnt.TryGetComponent<StackComponent>(out var stackComp))
stackComp.Count = 1;
// TODO: Literally just use a prototype that has a single thing in the stack, it's not that complicated...
if (droppedEnt.HasComponent<StackComponent>())
Owner.EntityManager.EventBus.RaiseLocalEvent(droppedEnt.Uid, new StackChangeCountEvent(1), false);
return true;
}

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@@ -0,0 +1,4 @@
author: Zumorica
changes:
- type: Fix # One of the following: Add, Remove, Tweak, Fix
message: Fix some bugs with stacks where their appearance and count would be incorrect client-side.