Added a new WirePlacerComponent. This is used on an item, and allows a client to place electrical wires in the world by AfterAttacking a a grid square without any other wires on it.
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@@ -0,0 +1,60 @@
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.Maps;
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using Robust.Server.GameObjects;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components.Transform;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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namespace Content.Server.GameObjects.Components.Power
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{
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[RegisterComponent]
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internal class WirePlacerComponent : Component, IAfterAttack
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{
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#pragma warning disable 169
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[Dependency] private readonly IServerEntityManager _entityManager;
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[Dependency] private readonly IMapManager _mapManager;
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[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager;
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#pragma warning restore 169
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/// <inheritdoc />
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public override string Name => "WirePlacer";
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/// <inheritdoc />
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public void AfterAttack(AfterAttackEventArgs eventArgs)
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{
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if(!_mapManager.TryGetGrid(eventArgs.ClickLocation.GridID, out var grid))
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return;
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var snapPos = grid.SnapGridCellFor(eventArgs.ClickLocation.ToWorld(_mapManager), SnapGridOffset.Center);
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var snapCell = grid.GetSnapGridCell(snapPos, SnapGridOffset.Center);
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if(grid.GetTileRef(snapPos).Tile.IsEmpty)
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return;
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var found = false;
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foreach (var snapComp in snapCell)
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{
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if (!snapComp.Owner.HasComponent<PowerTransferComponent>())
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continue;
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found = true;
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break;
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}
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if (found)
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return;
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var newWire = _entityManager.SpawnEntityAt("Wire", grid.GridTileToLocal(snapPos));
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if (newWire.TryGetComponent(out SpriteComponent wireSpriteComp)
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&& Owner.TryGetComponent(out SpriteComponent itemSpriteComp))
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{
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wireSpriteComp.Color = itemSpriteComp.Color;
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}
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//TODO: There is no way to set this wire as above or below the floor
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}
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}
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}
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@@ -66,3 +66,4 @@
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color: red
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- type: Icon
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texture: Objects/cable_coil.png
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- type: WirePlacer
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