* Update RobustToolbox * Transition direct type usages * More updates * Fix invalid use of to map * Update RobustToolbox * Fix dropping items * Rename name usages of "GridCoordinates" to "EntityCoordinates" * Revert "Update RobustToolbox" This reverts commit 9f334a17c5908ded0043a63158bb671e4aa3f346. * Revert "Update RobustToolbox" This reverts commit 3a9c8cfa3606fa501aa84407796d2ad920853a09. # Conflicts: # RobustToolbox * Fix cursed IMapGrid method usage. * GridTileLookupTest now uses EntityCoordinates Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com> Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es>
111 lines
2.8 KiB
C#
111 lines
2.8 KiB
C#
using System;
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using System.Linq;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Map;
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namespace Content.Shared.GameObjects.EntitySystems
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{
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/// <summary>
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/// This interface gives components behavior on getting destoyed.
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/// </summary>
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public interface IDestroyAct
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{
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/// <summary>
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/// Called when object is destroyed
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/// </summary>
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void OnDestroy(DestructionEventArgs eventArgs);
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}
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public class DestructionEventArgs : EventArgs
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{
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public IEntity Owner { get; set; }
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public bool IsSpawnWreck { get; set; }
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}
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public class BreakageEventArgs : EventArgs
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{
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public IEntity Owner { get; set; }
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}
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public interface IBreakAct
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{
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/// <summary>
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/// Called when object is broken
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/// </summary>
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void OnBreak(BreakageEventArgs eventArgs);
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}
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public interface IExAct
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{
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/// <summary>
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/// Called when explosion reaches the entity
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/// </summary>
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void OnExplosion(ExplosionEventArgs eventArgs);
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}
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public class ExplosionEventArgs : EventArgs
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{
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public EntityCoordinates Source { get; set; }
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public IEntity Target { get; set; }
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public ExplosionSeverity Severity { get; set; }
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}
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[UsedImplicitly]
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public sealed class ActSystem : EntitySystem
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{
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public void HandleDestruction(IEntity owner, bool isWreck)
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{
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var eventArgs = new DestructionEventArgs
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{
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Owner = owner,
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IsSpawnWreck = isWreck
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};
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var destroyActs = owner.GetAllComponents<IDestroyAct>().ToList();
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foreach (var destroyAct in destroyActs)
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{
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destroyAct.OnDestroy(eventArgs);
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}
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owner.Delete();
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}
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public void HandleExplosion(EntityCoordinates source, IEntity target, ExplosionSeverity severity)
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{
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var eventArgs = new ExplosionEventArgs
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{
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Source = source,
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Target = target,
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Severity = severity
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};
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var exActs = target.GetAllComponents<IExAct>().ToList();
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foreach (var exAct in exActs)
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{
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exAct.OnExplosion(eventArgs);
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}
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}
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public void HandleBreakage(IEntity owner)
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{
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var eventArgs = new BreakageEventArgs
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{
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Owner = owner,
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};
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var breakActs = owner.GetAllComponents<IBreakAct>().ToList();
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foreach (var breakAct in breakActs)
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{
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breakAct.OnBreak(eventArgs);
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}
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}
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}
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public enum ExplosionSeverity
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{
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Light,
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Heavy,
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Destruction,
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}
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}
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