Added the NoDoor flag to storage components, so that the open/closed state is synced with the lock/unlock.

Added the glorious Pilot Seat.
This commit is contained in:
Acruid
2020-01-03 17:49:17 -08:00
parent 89745202f5
commit 8a49546add
2 changed files with 55 additions and 3 deletions

View File

@@ -32,6 +32,7 @@ namespace Content.Server.GameObjects.Components
private IEntityQuery entityQuery;
private bool _locked;
private bool _showContents;
private bool _noDoor;
/// <summary>
/// Determines if the storage is locked, meaning it cannot be opened.
@@ -57,6 +58,17 @@ namespace Content.Server.GameObjects.Components
}
}
/// <summary>
/// Disables door control, and synchronizes the door with the lock. This is used for
/// attaching entities to the container without having a toggleable door.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public bool NoDoor
{
get => _noDoor;
set => _noDoor = value;
}
/// <inheritdoc />
public override void Initialize()
{
@@ -65,6 +77,9 @@ namespace Content.Server.GameObjects.Components
entityQuery = new IntersectingEntityQuery(Owner);
Contents.ShowContents = _showContents;
if (_noDoor && !_locked)
Open = true;
}
/// <inheritdoc />
@@ -76,14 +91,18 @@ namespace Content.Server.GameObjects.Components
serializer.DataField(ref IsCollidableWhenOpen, "IsCollidableWhenOpen", false);
serializer.DataField(ref _locked, "locked", false);
serializer.DataField(ref _showContents, "showContents", false);
serializer.DataField(ref _noDoor, "noDoor", false);
}
[ViewVariables]
[ViewVariables(VVAccess.ReadWrite)]
public bool Open { get; private set; }
void IActivate.Activate(ActivateEventArgs eventArgs)
{
ToggleOpen();
if(_noDoor)
ToggleLock();
else
ToggleOpen();
}
private void ToggleOpen()
@@ -102,6 +121,14 @@ namespace Content.Server.GameObjects.Components
{
_locked = !_locked;
if(_noDoor)
{
if(_locked)
CloseStorage();
else
OpenStorage();
}
if (Owner.TryGetComponent(out SoundComponent soundComponent))
soundComponent.Play(_locked ? "/Audio/machines/lockenable.ogg" : "/Audio/machines/lockreset.ogg");
}
@@ -315,7 +342,7 @@ namespace Content.Server.GameObjects.Components
/// <inheritdoc />
protected override VerbVisibility GetVisibility(IEntity user, EntityStorageComponent component)
{
return VerbVisibility.Visible;
return component.NoDoor ? VerbVisibility.Invisible : VerbVisibility.Visible;
}
/// <inheritdoc />