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

@@ -10,6 +10,7 @@ using SS14.Server.Interfaces.GameObjects;
using SS14.Shared.Interfaces.Timing;
using SS14.Shared.GameObjects.EntitySystemMessages;
using SS14.Shared.Serialization;
using SS14.Shared.Interfaces.GameObjects.Components;
namespace Content.Server.GameObjects.Components.Weapon.Melee
{
@@ -32,13 +33,13 @@ namespace Content.Server.GameObjects.Components.Weapon.Melee
void IAfterAttack.Afterattack(IEntity user, GridLocalCoordinates clicklocation, IEntity attacked)
{
var location = user.GetComponent<TransformComponent>().LocalPosition;
var location = user.GetComponent<ITransformComponent>().LocalPosition;
var angle = new Angle(clicklocation.ToWorld().Position - location.ToWorld().Position);
var entities = IoCManager.Resolve<IServerEntityManager>().GetEntitiesInArc(user.GetComponent<TransformComponent>().LocalPosition, Range, angle, ArcWidth);
var entities = IoCManager.Resolve<IServerEntityManager>().GetEntitiesInArc(user.GetComponent<ITransformComponent>().LocalPosition, Range, angle, ArcWidth);
foreach (var entity in entities)
{
if (!entity.GetComponent<TransformComponent>().IsMapTransform || entity == user)
if (!entity.GetComponent<ITransformComponent>().IsMapTransform || entity == user)
continue;
if (entity.TryGetComponent(out DamageableComponent damagecomponent))