Adds yeeting to disposal bins (#2218)
* Adds yeeting to disposal bins Kobe * Thanks zum * ? Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
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@@ -7,11 +7,13 @@ using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.Components.Power.ApcNetComponents;
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using Content.Server.GameObjects.Components.Projectiles;
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using Content.Server.GameObjects.EntitySystems.DoAfter;
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using Content.Server.Interfaces.GameObjects.Components.Items;
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using Content.Server.Utility;
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using Content.Shared.GameObjects.Components.Body;
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using Content.Shared.GameObjects.Components.Disposal;
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using Content.Shared.GameObjects.Components.Items;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Verbs;
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using Content.Shared.Interfaces;
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@@ -28,6 +30,7 @@ using Robust.Shared.GameObjects.Components;
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using Robust.Shared.GameObjects.Components.Transform;
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using Robust.Shared.GameObjects.Systems;
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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.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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@@ -42,7 +45,7 @@ namespace Content.Server.GameObjects.Components.Disposal
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[ComponentReference(typeof(SharedDisposalUnitComponent))]
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[ComponentReference(typeof(IActivate))]
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[ComponentReference(typeof(IInteractUsing))]
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public class DisposalUnitComponent : SharedDisposalUnitComponent, IInteractHand, IActivate, IInteractUsing, IDragDropOn
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public class DisposalUnitComponent : SharedDisposalUnitComponent, IInteractHand, IActivate, IInteractUsing, IDragDropOn, IThrowCollide
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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@@ -96,11 +99,6 @@ namespace Content.Server.GameObjects.Components.Disposal
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!Owner.TryGetComponent(out PowerReceiverComponent? receiver) ||
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receiver.Powered;
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[ViewVariables]
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public bool Anchored =>
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!Owner.TryGetComponent(out CollidableComponent? collidable) ||
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collidable.Anchored;
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[ViewVariables]
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private PressureState State => _pressure >= 1 ? PressureState.Ready : PressureState.Pressurizing;
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@@ -411,8 +409,7 @@ namespace Content.Server.GameObjects.Components.Disposal
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{
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return;
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}
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if (!Anchored)
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{
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appearance.SetData(Visuals.VisualState, VisualState.UnAnchored);
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@@ -685,6 +682,18 @@ namespace Content.Server.GameObjects.Components.Disposal
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_ = TryInsert(eventArgs.Dropped, eventArgs.User);
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return true;
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}
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void IThrowCollide.HitBy(ThrowCollideEventArgs eventArgs)
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{
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if (!CanInsert(eventArgs.Thrown) ||
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IoCManager.Resolve<IRobustRandom>().NextDouble() > 0.75 ||
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!_container.Insert(eventArgs.Thrown))
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{
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return;
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}
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AfterInsert(eventArgs.Thrown);
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}
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[Verb]
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private sealed class SelfInsertVerb : Verb<DisposalUnitComponent>
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