Disposal trunks now eject incoming entities (#1942)
* Implement disposal trunk eject on incomming entities * Move variable declaration into if block Co-authored-by: Julian Giebel <j.giebel@netrocks.info>
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@@ -1,7 +1,11 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Maths;
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using Robust.Shared.Random;
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namespace Content.Server.GameObjects.Components.Disposal
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namespace Content.Server.GameObjects.Components.Disposal
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{
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{
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@@ -9,6 +13,8 @@ namespace Content.Server.GameObjects.Components.Disposal
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[ComponentReference(typeof(IDisposalTubeComponent))]
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[ComponentReference(typeof(IDisposalTubeComponent))]
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public class DisposalEntryComponent : DisposalTubeComponent
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public class DisposalEntryComponent : DisposalTubeComponent
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{
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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private const string HolderPrototypeId = "DisposalHolder";
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private const string HolderPrototypeId = "DisposalHolder";
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public override string Name => "DisposalEntry";
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public override string Name => "DisposalEntry";
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@@ -43,8 +49,19 @@ namespace Content.Server.GameObjects.Components.Disposal
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return new[] {Owner.Transform.LocalRotation.GetDir()};
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return new[] {Owner.Transform.LocalRotation.GetDir()};
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}
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}
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/// <summary>
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/// Ejects contents when they come from the same direction the entry is facing.
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/// </summary>
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public override Direction NextDirection(DisposalHolderComponent holder)
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public override Direction NextDirection(DisposalHolderComponent holder)
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{
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{
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if (holder.PreviousTube != null && DirectionTo(holder.PreviousTube) == ConnectableDirections()[0])
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{
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var invalidDirections = new Direction[] { ConnectableDirections()[0], Direction.Invalid };
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var directions = System.Enum.GetValues(typeof(Direction))
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.Cast<Direction>().Except(invalidDirections).ToList();
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return _random.Pick<Direction>(directions);
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}
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return ConnectableDirections()[0];
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return ConnectableDirections()[0];
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}
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}
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}
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}
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