Glass shards can be refined by welder (#2576)
* Added refine component for glass shard * Add refinable to rest of the shards * Fixed windows shard count * Now objects can vary refine time * Windows will spawn correct shards after destruction * Added all requested changes * Client ignore as well Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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#nullable enable
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Interactable;
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using Content.Server.GameObjects.Components.Stack;
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using Content.Shared.GameObjects.Components.Interactable;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Construction
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{
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/// <summary>
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/// Used for something that can be refined by welder.
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/// For example, glass shard can be refined to glass sheet.
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/// </summary>
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[RegisterComponent]
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public class WelderRefinableComponent : Component, IInteractUsing
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{
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[ViewVariables]
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private HashSet<string>? _refineResult = default;
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[ViewVariables]
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private float _refineTime;
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private bool _beingWelded;
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public override string Name => "WelderRefinable";
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _refineResult, "refineResult", new HashSet<string> { "GlassStack" });
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serializer.DataField(ref _refineTime, "refineTime", 2f);
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}
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public async Task<bool> InteractUsing(InteractUsingEventArgs eventArgs)
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{
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// check if object is welder
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if (!eventArgs.Using.TryGetComponent(out ToolComponent? tool))
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return false;
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// check if someone is already welding object
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if (_beingWelded)
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return false;
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_beingWelded = true;
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if (!await tool.UseTool(eventArgs.User, Owner, _refineTime, ToolQuality.Welding))
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{
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// failed to veld - abort refine
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_beingWelded = false;
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return false;
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}
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// get last owner coordinates and delete it
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var resultPosition = Owner.Transform.Coordinates;
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Owner.Delete();
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// spawn each result afrer refine
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foreach (var result in _refineResult!)
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{
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var droppedEnt = Owner.EntityManager.SpawnEntity(result, resultPosition);
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if (droppedEnt.TryGetComponent<StackComponent>(out var stackComp))
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stackComp.Count = 1;
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}
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return true;
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}
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}
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}
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