0 days without buckle breaking (#1366)

This commit is contained in:
DrSmugleaf
2020-07-17 10:43:10 +02:00
committed by GitHub
parent 5c723ea70e
commit f313a9267a
13 changed files with 370 additions and 127 deletions

View File

@@ -1,5 +1,5 @@
using System.Collections.Generic;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.Buckle;
using Content.Server.Interfaces.GameObjects.Components.Interaction;
using Content.Shared.GameObjects;
using Content.Shared.GameObjects.Components.Strap;
@@ -17,30 +17,34 @@ namespace Content.Server.GameObjects.Components.Strap
[RegisterComponent]
public class StrapComponent : SharedStrapComponent, IInteractHand
{
private HashSet<IEntity> _buckledEntities;
private StrapPosition _position;
private string _buckleSound;
private string _unbuckleSound;
private string _buckledIcon;
/// <summary>
/// The angle in degrees to rotate the player by when they get strapped
/// </summary>
[ViewVariables]
private int _rotation;
/// <summary>
/// The size of the strap which is compared against when buckling entities
/// </summary>
[ViewVariables]
private int _size;
private int _occupiedSize;
/// <summary>
/// The entity that is currently buckled here, synced from <see cref="BuckleComponent.BuckledTo"/>
/// </summary>
private HashSet<IEntity> BuckledEntities { get; set; }
public IReadOnlyCollection<IEntity> BuckledEntities => _buckledEntities;
/// <summary>
/// The change in position to the strapped mob
/// </summary>
public override StrapPosition Position
{
get => _position;
protected set
{
_position = value;
Dirty();
}
}
public StrapPosition Position => _position;
/// <summary>
/// The sound to be played when a mob is buckled
@@ -60,34 +64,29 @@ namespace Content.Server.GameObjects.Components.Strap
[ViewVariables]
public string BuckledIcon => _buckledIcon;
/// <summary>
/// The angle in degrees to rotate the player by when they get strapped
/// </summary>
[ViewVariables]
public int Rotation => _rotation;
/// <summary>
/// The size of the strap which is compared against when buckling entities
/// </summary>
[ViewVariables]
public int Size => _size;
/// <summary>
/// The sum of the sizes of all the buckled entities in this strap
/// </summary>
[ViewVariables]
private int OccupiedSize { get; set; }
public int OccupiedSize => _occupiedSize;
/// <summary>
/// Checks if this strap has enough space for a new occupant.
/// </summary>
/// <param name="buckle">The new occupant</param>
/// <returns>true if there is enough space, false otherwise</returns>
public bool HasSpace(BuckleComponent buckle)
{
return OccupiedSize + buckle.Size <= _size;
}
/// <summary>
/// Adds a buckled entity. Called from <see cref="BuckleComponent.TryBuckle"/>
/// Adds a buckled entity. Called from <see cref="BuckleComponent.TryBuckle"/>
/// </summary>
/// <param name="buckle">The component to add</param>
/// <param name="force">Whether or not to check if the strap has enough space</param>
/// <param name="force">
/// Whether or not to check if the strap has enough space
/// </param>
/// <returns>True if added, false otherwise</returns>
public bool TryAdd(BuckleComponent buckle, bool force = false)
{
@@ -96,12 +95,12 @@ namespace Content.Server.GameObjects.Components.Strap
return false;
}
if (!BuckledEntities.Add(buckle.Owner))
if (!_buckledEntities.Add(buckle.Owner))
{
return false;
}
OccupiedSize += buckle.Size;
_occupiedSize += buckle.Size;
if (buckle.Owner.TryGetComponent(out AppearanceComponent appearance))
{
@@ -112,14 +111,15 @@ namespace Content.Server.GameObjects.Components.Strap
}
/// <summary>
/// Removes a buckled entity. Called from <see cref="BuckleComponent.TryUnbuckle"/>
/// Removes a buckled entity.
/// Called from <see cref="BuckleComponent.TryUnbuckle"/>
/// </summary>
/// <param name="buckle">The component to remove</param>
public void Remove(BuckleComponent buckle)
{
if (BuckledEntities.Remove(buckle.Owner))
if (_buckledEntities.Remove(buckle.Owner))
{
OccupiedSize -= buckle.Size;
_occupiedSize -= buckle.Size;
}
}
@@ -136,16 +136,16 @@ namespace Content.Server.GameObjects.Components.Strap
var defaultSize = 100;
serializer.DataField(ref _size, "size", defaultSize);
BuckledEntities = new HashSet<IEntity>(_size / defaultSize);
_buckledEntities = new HashSet<IEntity>(_size / defaultSize);
OccupiedSize = 0;
_occupiedSize = 0;
}
public override void OnRemove()
{
base.OnRemove();
foreach (var entity in BuckledEntities)
foreach (var entity in _buckledEntities)
{
if (entity.TryGetComponent(out BuckleComponent buckle))
{
@@ -153,13 +153,8 @@ namespace Content.Server.GameObjects.Components.Strap
}
}
BuckledEntities.Clear();
OccupiedSize = 0;
}
public override ComponentState GetComponentState()
{
return new StrapComponentState(Position);
_buckledEntities.Clear();
_occupiedSize = 0;
}
bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)