Fix monkey kitchen spike dragdrop (#3450)

* Fix monkey kitchen spike dragdrop

I also aligned the behavior with tg (need combat mode on + mob alive).
It still needs to do damage over time and buckle the target but baby steps.

* Cleanup

* Fix kitchenspike layers

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
metalgearsloth
2021-03-08 21:24:34 +11:00
committed by GitHub
parent 0a6a23b86f
commit 362c6de742
7 changed files with 72 additions and 55 deletions

View File

@@ -1,4 +1,5 @@
#nullable enable
using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.GameObjects.Components.Mobs.State;
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Content.Shared.Interfaces.GameObjects.Components;
@@ -12,22 +13,25 @@ namespace Content.Shared.Kitchen
{
public override string Name => "KitchenSpike";
[ViewVariables] [DataField("delay")] protected float SpikeDelay = 10;
[ViewVariables]
[DataField("delay")]
protected float SpikeDelay = 12.0f;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("sound")]
protected string? SpikeSound = "/Audio/Effects/Fluids/splat.ogg";
bool IDragDropOn.CanDragDropOn(DragDropEventArgs eventArgs)
{
if (!eventArgs.Dragged.TryGetComponent<IMobStateComponent>(out var state))
if (eventArgs.User == eventArgs.Dragged ||
!eventArgs.Dragged.TryGetComponent<IMobStateComponent>(out var state) ||
(eventArgs.User.TryGetComponent(out SharedCombatModeComponent? combatMode) && !combatMode.IsInCombatMode))
{
return false;
}
// TODO: Wouldn't we just need the CanMove check?
if (state.IsDead() || state.IsCritical() || state.IsIncapacitated() || !ActionBlockerSystem.CanMove(eventArgs.Dragged))
{
return true;
}
return false;
// TODO: Once we get silicons need to check organic
return !state.IsDead();
}
public abstract bool DragDropOn(DragDropEventArgs eventArgs);