Actual lockers (#195)
Adds storing entities into lockers the way we all know and love. Relies on an implementation of ITileDefinition in https://github.com/space-wizards/space-station-14/pull/193 (just like origin/master) #191
This commit is contained in:
committed by
Pieter-Jan Briers
parent
1fe24eeb12
commit
903961771b
@@ -6,10 +6,13 @@ using Content.Server.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects;
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using System;
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using Content.Shared.GameObjects.Components.Items;
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using Content.Server.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.Maths;
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namespace Content.Server.GameObjects
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{
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public class ItemComponent : StoreableComponent, IAttackHand
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public class ItemComponent : StoreableComponent, IAttackHand, IAfterAttack
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{
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public override string Name => "Item";
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public override uint? NetID => ContentNetIDs.ITEM;
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@@ -87,5 +90,38 @@ namespace Content.Server.GameObjects
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{
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return new ItemComponentState(EquippedPrefix);
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}
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public void AfterAttack(AfterAttackEventArgs eventArgs)
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{
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if (!eventArgs.User.TryGetComponent<HandsComponent>(out var handComponent))
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{
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return;
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}
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if (!eventArgs.Attacked.TryGetComponent<PlaceableSurfaceComponent>(out var placeableSurfaceComponent))
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{
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return;
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}
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handComponent.Drop(handComponent.ActiveIndex);
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Owner.Transform.WorldPosition = eventArgs.ClickLocation.Position;
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return;
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}
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public void Fumble()
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{
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if (Owner.TryGetComponent<PhysicsComponent>(out var physicsComponent))
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{
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physicsComponent.LinearVelocity += RandomOffset();
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}
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}
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private Vector2 RandomOffset()
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{
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return new Vector2(RandomOffset(), RandomOffset());
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float RandomOffset()
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{
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var size = 15.0F;
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return (new Random().NextFloat() * size) - size / 2;
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}
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}
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}
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}
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