Files
tbd-station-14/Content.Server/Construction/Components/WelderRefinableComponent.cs
2022-04-02 14:52:44 +11:00

78 lines
2.7 KiB
C#

using System.Collections.Generic;
using System.Threading.Tasks;
using Content.Server.Stack;
using Content.Server.Tools;
using Content.Shared.Interaction;
using Content.Shared.Tools;
using Content.Shared.Tools.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.Construction.Components
{
/// <summary>
/// Used for something that can be refined by welder.
/// For example, glass shard can be refined to glass sheet.
/// </summary>
[RegisterComponent]
public sealed class WelderRefinableComponent : Component, IInteractUsing
{
[Dependency] private readonly IEntityManager _entMan = default!;
[DataField("refineResult")]
private HashSet<string>? _refineResult = new() { };
[DataField("refineTime")]
private float _refineTime = 2f;
[DataField("refineFuel")]
private float _refineFuel = 0f;
[DataField("qualityNeeded", customTypeSerializer:typeof(PrototypeIdSerializer<ToolQualityPrototype>))]
private string _qualityNeeded = "Welding";
private bool _beingWelded;
async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
{
// check if object is welder
if (!_entMan.TryGetComponent(eventArgs.Using, out ToolComponent? tool))
return false;
// check if someone is already welding object
if (_beingWelded)
return false;
_beingWelded = true;
var toolSystem = EntitySystem.Get<ToolSystem>();
if (!await toolSystem.UseTool(eventArgs.Using, eventArgs.User, Owner, _refineFuel, _refineTime, _qualityNeeded))
{
// failed to veld - abort refine
_beingWelded = false;
return false;
}
// get last owner coordinates and delete it
var resultPosition = _entMan.GetComponent<TransformComponent>(Owner).Coordinates;
_entMan.DeleteEntity(Owner);
// spawn each result after refine
foreach (var result in _refineResult!)
{
var droppedEnt = _entMan.SpawnEntity(result, resultPosition);
// TODO: If something has a stack... Just use a prototype with a single thing in the stack.
// This is not a good way to do it.
if (_entMan.TryGetComponent<StackComponent?>(droppedEnt, out var stack))
EntitySystem.Get<StackSystem>().SetCount(droppedEnt,1, stack);
}
return true;
}
}
}