- Powerful - Data-oriented - Approved by PJB - Powered by node graphs and AI pathfinding - Coded by the same nerd who brought you atmos Co-authored-by: Exp <theexp111@gmail.com>
40 lines
1.2 KiB
C#
40 lines
1.2 KiB
C#
using System.Threading.Tasks;
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using Content.Shared.Construction;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Server.Construction.Conditions
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{
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[UsedImplicitly]
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public class EntityAnchored : IEdgeCondition
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{
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public bool Anchored { get; private set; }
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public void ExposeData(ObjectSerializer serializer)
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{
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serializer.DataField(this, x => x.Anchored, "anchored", true);
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}
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public async Task<bool> Condition(IEntity entity)
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{
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if (!entity.TryGetComponent(out ICollidableComponent collidable)) return false;
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return collidable.Anchored == Anchored;
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}
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public void DoExamine(IEntity entity, FormattedMessage message, bool inDetailsRange)
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{
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if (!entity.TryGetComponent(out ICollidableComponent collidable)) return;
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if(Anchored && !collidable.Anchored)
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message.AddMarkup("First, anchor it.\n");
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if(!Anchored && collidable.Anchored)
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message.AddMarkup("First, unanchor it.\n");
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}
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}
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}
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