Make body parts properly use containers for mechanisms (#2290)

This commit is contained in:
DrSmugleaf
2020-10-18 11:20:10 +02:00
committed by GitHub
parent 34e0330187
commit 32138958ce
4 changed files with 19 additions and 19 deletions

View File

@@ -17,32 +17,33 @@ namespace Content.Server.GameObjects.Components.Body
[ComponentReference(typeof(IBody))]
public class BodyComponent : SharedBodyComponent, IRelayMoveInput
{
private Container _container = default!;
private Container _partContainer = default!;
protected override bool CanAddPart(string slot, IBodyPart part)
{
return base.CanAddPart(slot, part) && _container.CanInsert(part.Owner);
return base.CanAddPart(slot, part) &&
_partContainer.CanInsert(part.Owner);
}
protected override void OnAddPart(string slot, IBodyPart part)
{
base.OnAddPart(slot, part);
_container.Insert(part.Owner);
_partContainer.Insert(part.Owner);
}
protected override void OnRemovePart(string slot, IBodyPart part)
{
base.OnRemovePart(slot, part);
_container.ForceRemove(part.Owner);
_partContainer.ForceRemove(part.Owner);
}
public override void Initialize()
{
base.Initialize();
_container = ContainerManagerComponent.Ensure<Container>($"{Name}-{nameof(BodyComponent)}", Owner);
_partContainer = ContainerManagerComponent.Ensure<Container>($"{Name}-{nameof(BodyComponent)}", Owner);
foreach (var (slot, partId) in PartIds)
{