Wires are now actually hidden by floor tiles. (#181)

This commit is contained in:
Pieter-Jan Briers
2019-04-04 15:09:06 +02:00
committed by GitHub
parent 3b0ec7f695
commit 9f3f09871e
10 changed files with 192 additions and 3 deletions

View File

@@ -1,10 +1,40 @@
namespace Content.Server.GameObjects.Components.Interactable.Tools
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.Maps;
using SS14.Server.GameObjects.EntitySystems;
using SS14.Shared.Interfaces.GameObjects;
using SS14.Shared.Interfaces.Map;
using SS14.Shared.IoC;
using SS14.Shared.Map;
namespace Content.Server.GameObjects.Components.Interactable.Tools
{
public class CrowbarComponent : ToolComponent
public class CrowbarComponent : ToolComponent, IAfterAttack
{
#pragma warning disable 649
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager;
[Dependency] private readonly IEntitySystemManager _entitySystemManager;
#pragma warning restore 649
/// <summary>
/// Tool that can be used to crowbar things apart, such as deconstructing
/// </summary>
public override string Name => "Crowbar";
public CrowbarComponent()
{
IoCManager.InjectDependencies(this);
}
public void Afterattack(IEntity user, GridCoordinates clicklocation, IEntity attacked)
{
var tile = clicklocation.Grid.GetTile(clicklocation);
var tileDef = (ContentTileDefinition) tile.TileDef;
if (tileDef.CanCrowbar)
{
var underplating = _tileDefinitionManager["underplating"];
clicklocation.Grid.SetTile(clicklocation, underplating.TileId);
_entitySystemManager.GetEntitySystem<AudioSystem>().Play("/Audio/items/crowbar.ogg", Owner);
}
}
}
}
}