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
This commit is contained in:
zumorica
2020-05-23 12:02:34 +02:00
305 changed files with 33490 additions and 982 deletions

View File

@@ -5,6 +5,7 @@ using Content.Server.GameObjects.Components.Power;
using Content.Server.GameObjects.Components.VendingMachines;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.Interfaces;
using Content.Server.Utility;
using Content.Shared.GameObjects.Components.Doors;
using Content.Shared.GameObjects.Components.Interactable;
using Robust.Server.GameObjects;

View File

@@ -1,6 +1,8 @@
using System;
using System.Collections.Generic;
using Content.Server.GameObjects.Components.Access;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.Utility;
using Content.Shared.GameObjects.Components.Doors;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
@@ -17,7 +19,7 @@ namespace Content.Server.GameObjects
{
[RegisterComponent]
[ComponentReference(typeof(IActivate))]
public class ServerDoorComponent : Component, IActivate
public class ServerDoorComponent : Component, IActivate, ICollideBehavior
{
public override string Name => "Door";
@@ -85,26 +87,16 @@ namespace Content.Server.GameObjects
ActivateImpl(eventArgs);
}
public override void HandleMessage(ComponentMessage message, IComponent component)
void ICollideBehavior.CollideWith(IEntity entity)
{
base.HandleMessage(message, component);
switch (message)
if (State != DoorState.Closed)
{
case BumpedEntMsg msg:
if (State != DoorState.Closed)
{
return;
}
// Only open when bumped by mobs.
if (!msg.Entity.HasComponent(typeof(SpeciesComponent)))
{
return;
}
TryOpen(msg.Entity);
break;
return;
}
if (entity.HasComponent(typeof(SpeciesComponent)))
{
TryOpen(entity);
}
}
@@ -155,7 +147,7 @@ namespace Content.Server.GameObjects
Timer.Spawn(OpenTimeOne, async () =>
{
collidableComponent.IsHardCollidable = false;
collidableComponent.CanCollide = false;
await Timer.Delay(OpenTimeTwo, _cancellationTokenSource.Token);
@@ -191,14 +183,14 @@ namespace Content.Server.GameObjects
public bool Close()
{
if (collidableComponent.TryCollision(Vector2.Zero))
if (collidableComponent.IsColliding(Vector2.Zero))
{
// Do nothing, somebody's in the door.
return false;
}
State = DoorState.Closing;
collidableComponent.IsHardCollidable = true;
collidableComponent.CanCollide = true;
OpenTimeCounter = 0;
SetAppearance(DoorVisualState.Closing);