Merge branch 'master' into 2020-04-28-tool-component
# Conflicts: # Content.Server/GameObjects/Components/AnchorableComponent.cs # Content.Server/GameObjects/Components/Gravity/GravityGeneratorComponent.cs # Content.Server/GameObjects/Components/Interactable/Tools/CrowbarComponent.cs # Content.Server/GameObjects/Components/Power/PowerTransferComponent.cs # Content.Server/GameObjects/Components/WiresComponent.cs # Content.Server/GameObjects/EntitySystems/Click/InteractionSystem.cs # Resources/Prototypes/Entities/Items/tools.yml
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@@ -4,6 +4,7 @@ using Content.Server.GameObjects.Components.Interactable;
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using Content.Server.GameObjects.Components.Stack;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces;
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using Content.Server.Utility;
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using Content.Shared.Construction;
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using Content.Shared.GameObjects.Components;
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using Content.Shared.GameObjects.Components.Interactable;
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@@ -11,6 +12,7 @@ using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.Interfaces.Random;
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@@ -19,6 +21,8 @@ using Robust.Shared.Localization;
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using Robust.Shared.ViewVariables;
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using static Content.Shared.Construction.ConstructionStepMaterial;
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using static Content.Shared.Construction.ConstructionStepTool;
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using Robust.Shared.Utility;
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using Robust.Shared.Utility;
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namespace Content.Server.GameObjects.Components.Construction
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{
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@@ -47,18 +51,16 @@ namespace Content.Server.GameObjects.Components.Construction
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Sprite = Owner.GetComponent<SpriteComponent>();
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Transform = Owner.GetComponent<ITransformComponent>();
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var systemman = IoCManager.Resolve<IEntitySystemManager>();
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}
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public bool AttackBy(AttackByEventArgs eventArgs)
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{
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var playerEntity = eventArgs.User;
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var interactionSystem = _entitySystemManager.GetEntitySystem<InteractionSystem>();
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if (!interactionSystem.InRangeUnobstructed(playerEntity.Transform.MapPosition, Owner.Transform.WorldPosition, ignoredEnt: Owner, insideBlockerValid: Prototype.CanBuildInImpassable))
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// default interaction check for AttackBy allows inside blockers, so we will check if its blocked if
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// we're not allowed to build on impassable stuff
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if (Prototype.CanBuildInImpassable == false)
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{
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_notifyManager.PopupMessage(Owner.Transform.GridPosition, playerEntity,
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_localizationManager.GetString("You can't reach there!"));
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return false;
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if (!InteractionChecks.InRangeUnobstructed(eventArgs, false))
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return false;
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}
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var stage = Prototype.Stages[Stage];
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@@ -125,7 +127,7 @@ namespace Content.Server.GameObjects.Components.Construction
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{
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return false;
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}
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var sound = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<AudioSystem>();
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var sound = EntitySystem.Get<AudioSystem>();
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switch (step)
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{
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