Construction System. (#87)

* Construction WiP

* Construction kinda works!

* Lots more construction work.

* It mostly works!
This commit is contained in:
Pieter-Jan Briers
2018-08-02 08:29:55 +02:00
committed by GitHub
parent f051078c79
commit d7074bf74f
72 changed files with 1925 additions and 245 deletions

View File

@@ -2,6 +2,7 @@
using SS14.Server.GameObjects;
using SS14.Shared.GameObjects;
using SS14.Shared.Interfaces.GameObjects;
using SS14.Shared.Interfaces.GameObjects.Components;
using SS14.Shared.IoC;
using SS14.Shared.Serialization;
using SS14.Shared.Utility;
@@ -240,18 +241,18 @@ namespace Content.Server.GameObjects.Components.Power
return;
//Get the starting value for our loop
var position = Owner.GetComponent<TransformComponent>().WorldPosition;
var position = Owner.GetComponent<ITransformComponent>().WorldPosition;
var bestprovider = AvailableProviders[0];
//If we are already connected to a power provider we need to do a loop to find the nearest one, otherwise skip it and use first entry
if (Connected == DrawTypes.Provider)
{
var bestdistance = (bestprovider.Owner.GetComponent<TransformComponent>().WorldPosition - position).LengthSquared;
var bestdistance = (bestprovider.Owner.GetComponent<ITransformComponent>().WorldPosition - position).LengthSquared;
foreach (var availprovider in AvailableProviders)
{
//Find distance to new provider
var distance = (availprovider.Owner.GetComponent<TransformComponent>().WorldPosition - position).LengthSquared;
var distance = (availprovider.Owner.GetComponent<ITransformComponent>().WorldPosition - position).LengthSquared;
//If new provider distance is shorter it becomes new best possible provider
if (distance < bestdistance)