61 lines
2.0 KiB
C#
61 lines
2.0 KiB
C#
#nullable enable
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using System.Threading.Tasks;
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using Content.Server.Stack;
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using Content.Server.Tools.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Stacks;
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using Content.Shared.Tool;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Wires.Components
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{
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/// <summary>
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/// Allows the attached entity to be destroyed by a cutting tool, dropping a piece of wire.
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/// </summary>
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[RegisterComponent]
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public class WireComponent : Component, IInteractUsing
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{
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public override string Name => "Wire";
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[ViewVariables]
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[DataField("wireDroppedOnCutPrototype")]
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private string? _wireDroppedOnCutPrototype = "HVWireStack1";
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/// <summary>
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/// Checked by <see cref="WirePlacerComponent"/> to determine if there is
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/// already a wire of a type on a tile.
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/// </summary>
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[ViewVariables]
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public WireType WireType => _wireType;
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[DataField("wireType")]
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private WireType _wireType = WireType.HighVoltage;
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async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
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{
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if (_wireDroppedOnCutPrototype == null)
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return false;
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if (!eventArgs.Using.TryGetComponent<ToolComponent>(out var tool)) return false;
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if (!await tool.UseTool(eventArgs.User, Owner, 0.25f, ToolQuality.Cutting)) return false;
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Owner.Delete();
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var droppedEnt = Owner.EntityManager.SpawnEntity(_wireDroppedOnCutPrototype, eventArgs.ClickLocation);
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// TODO: Literally just use a prototype that has a single thing in the stack, it's not that complicated...
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if (droppedEnt.TryGetComponent<StackComponent>(out var stack))
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EntitySystem.Get<StackSystem>().SetCount(droppedEnt.Uid, stack, 1);
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return true;
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}
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}
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public enum WireType
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{
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HighVoltage,
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MediumVoltage,
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Apc,
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}
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}
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