* Interaction Entity System * ye * Update submodule * Requires engine update to function, but doesn't use shitcode * Fix conflicts * Fix conflicts but for real * Update submodule
105 lines
2.6 KiB
C#
105 lines
2.6 KiB
C#
using System;
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using Content.Server.Interfaces.GameObjects;
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using Content.Shared.GameObjects;
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using SS14.Server.GameObjects;
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using SS14.Shared.GameObjects;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.Interfaces.GameObjects.Components;
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using SS14.Shared.Log;
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using SS14.Shared.Maths;
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using SS14.Shared.IoC;
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using Content.Server.GameObjects.EntitySystems;
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namespace Content.Server.GameObjects
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{
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public class ServerDoorComponent : SharedDoorComponent, IAttackHand
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{
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public bool Opened { get; private set; }
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private float OpenTimeCounter;
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private CollidableComponent collidableComponent;
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public override void Initialize()
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{
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base.Initialize();
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collidableComponent = Owner.GetComponent<CollidableComponent>();
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collidableComponent.OnBump += OnBump;
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}
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public override void OnRemove()
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{
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collidableComponent.OnBump -= OnBump;
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collidableComponent = null;
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}
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public bool Attackhand(IEntity user)
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{
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if (Opened)
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{
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Close();
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}
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else
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{
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Open();
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}
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return true;
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}
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private void OnBump(object sender, BumpEventArgs args)
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{
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Logger.Info("Bump!");
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if (Opened)
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{
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return;
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}
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Open();
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}
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public void Open()
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{
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Opened = true;
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collidableComponent.IsHardCollidable = false;
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}
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public bool Close()
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{
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if (collidableComponent.TryCollision(Vector2.Zero))
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{
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// Do nothing, somebody's in the door.
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return false;
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}
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Opened = false;
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OpenTimeCounter = 0;
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collidableComponent.IsHardCollidable = true;
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return true;
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}
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public override ComponentState GetComponentState()
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{
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return new DoorComponentState(Opened);
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}
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private const float AUTO_CLOSE_DELAY = 5;
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public override void Update(float frameTime)
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{
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if (!Opened)
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{
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return;
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}
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OpenTimeCounter += frameTime;
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if (OpenTimeCounter > AUTO_CLOSE_DELAY)
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{
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if (!Close())
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{
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// Try again in 2 seconds if it's jammed or something.
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OpenTimeCounter -= 2;
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}
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}
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}
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}
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}
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