Make InteractUsing async, make tools use DoAfter. (#1772)

* Make IInteractUsing async, make tools use DoAfter.

* Disable warning 1998 in Content.Server

* Update Content.Server/GameObjects/Components/AnchorableComponent.cs
This commit is contained in:
Víctor Aguilera Puerto
2020-08-18 14:39:08 +02:00
committed by GitHub
parent bbdfe44224
commit d9ae942759
45 changed files with 195 additions and 100 deletions

View File

@@ -1,5 +1,6 @@
using System;
using System.Threading;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Interactable;
using Content.Server.GameObjects.Components.Power.ApcNetComponents;
using Content.Server.GameObjects.Components.VendingMachines;
@@ -379,7 +380,7 @@ namespace Content.Server.GameObjects.Components.Doors
return _powerReceiver.Powered;
}
public bool InteractUsing(InteractUsingEventArgs eventArgs)
public async Task<bool> InteractUsing(InteractUsingEventArgs eventArgs)
{
if (!eventArgs.Using.TryGetComponent<ToolComponent>(out var tool))
return false;
@@ -397,22 +398,27 @@ namespace Content.Server.GameObjects.Components.Doors
}
}
if (!tool.UseTool(eventArgs.User, Owner, ToolQuality.Prying)) return false;
if (IsBolted())
bool AirlockCheck()
{
var notify = IoCManager.Resolve<IServerNotifyManager>();
notify.PopupMessage(Owner, eventArgs.User,
Loc.GetString("The airlock's bolts prevent it from being forced!"));
if (IsBolted())
{
var notify = IoCManager.Resolve<IServerNotifyManager>();
notify.PopupMessage(Owner, eventArgs.User,
Loc.GetString("The airlock's bolts prevent it from being forced!"));
return false;
}
if (IsPowered())
{
var notify = IoCManager.Resolve<IServerNotifyManager>();
notify.PopupMessage(Owner, eventArgs.User, Loc.GetString("The powered motors block your efforts!"));
return false;
}
return true;
}
if (IsPowered())
{
var notify = IoCManager.Resolve<IServerNotifyManager>();
notify.PopupMessage(Owner, eventArgs.User, Loc.GetString("The powered motors block your efforts!"));
return true;
}
if (!await tool.UseTool(eventArgs.User, Owner, 3f, ToolQuality.Prying, AirlockCheck)) return false;
if (State == DoorState.Closed)
Open();