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 @@
#nullable enable
using System;
using System.Threading.Tasks;
using Content.Server.Atmos;
using Content.Server.GameObjects.Components.Chemistry;
using Content.Server.GameObjects.Components.Items.Storage;
@@ -97,16 +98,37 @@ namespace Content.Server.GameObjects.Components.Interactable
return new WelderComponentState(FuelCapacity, Fuel, WelderLit);
}
public override bool UseTool(IEntity user, IEntity target, ToolQuality toolQualityNeeded)
public override async Task<bool> UseTool(IEntity user, IEntity target, float doAfterDelay, ToolQuality toolQualityNeeded, Func<bool>? doAfterCheck = null)
{
var canUse = base.UseTool(user, target, toolQualityNeeded);
bool ExtraCheck()
{
var extraCheck = doAfterCheck?.Invoke() ?? true;
if (!CanWeld(DefaultFuelCost))
{
_notifyManager.PopupMessage(target, user, "Can't weld!");
return false;
}
return extraCheck;
}
var canUse = await base.UseTool(user, target, doAfterDelay, toolQualityNeeded, ExtraCheck);
return toolQualityNeeded.HasFlag(ToolQuality.Welding) ? canUse && TryWeld(DefaultFuelCost, user) : canUse;
}
public bool UseTool(IEntity user, IEntity target, ToolQuality toolQualityNeeded, float fuelConsumed)
public async Task<bool> UseTool(IEntity user, IEntity target, float doAfterDelay, ToolQuality toolQualityNeeded, float fuelConsumed, Func<bool>? doAfterCheck = null)
{
return base.UseTool(user, target, toolQualityNeeded) && TryWeld(fuelConsumed, user);
bool ExtraCheck()
{
var extraCheck = doAfterCheck?.Invoke() ?? true;
return extraCheck && CanWeld(fuelConsumed);
}
return await base.UseTool(user, target, doAfterDelay, toolQualityNeeded, ExtraCheck) && TryWeld(fuelConsumed, user);
}
private bool TryWeld(float value, IEntity? user = null, bool silent = false)
@@ -236,7 +258,7 @@ namespace Content.Server.GameObjects.Components.Interactable
if (TryWeld(5, victim, silent: true))
{
PlaySoundCollection(WeldSoundCollection);
chat.EntityMe(victim, Loc.GetString("welds {0:their} every orifice closed! It looks like {0:theyre} trying to commit suicide!", victim)); //TODO: theyre macro
chat.EntityMe(victim, Loc.GetString("welds {0:their} every orifice closed! It looks like {0:theyre} trying to commit suicide!", victim));
return SuicideKind.Heat;
}