* Replace MapIndices with Vector2i * Update da submodule * AA EE II OO U U Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
62 lines
2.0 KiB
C#
62 lines
2.0 KiB
C#
using System.Threading.Tasks;
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using Content.Shared.Construction;
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using Content.Shared.Maps;
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using JetBrains.Annotations;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.IoC;
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using Robust.Shared.Serialization;
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namespace Content.Server.Construction.Conditions
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{
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/// <summary>
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/// Makes the condition fail if any entities on a tile have (or not) a component.
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/// </summary>
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[UsedImplicitly]
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public class ComponentInTile : IEdgeCondition
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{
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[Dependency] private readonly IComponentFactory _componentFactory = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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public ComponentInTile()
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{
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IoCManager.InjectDependencies(this);
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}
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public void ExposeData(ObjectSerializer serializer)
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{
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serializer.DataField(this, x => x.Component, "component", string.Empty);
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serializer.DataField(this, x => x.HasEntity, "hasEntity", true);
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}
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/// <summary>
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/// If true, any entity on the tile must have the component.
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/// If false, no entity on the tile must have the component.
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/// </summary>
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public bool HasEntity { get; private set; }
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/// <summary>
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/// The component name in question.
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/// </summary>
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public string Component { get; private set; }
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public async Task<bool> Condition(IEntity entity)
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{
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if (string.IsNullOrEmpty(Component)) return false;
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var type = _componentFactory.GetRegistration(Component).Type;
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var indices = entity.Transform.Coordinates.ToVector2i(entity.EntityManager, _mapManager);
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var entities = indices.GetEntitiesInTile(entity.Transform.GridID, true, entity.EntityManager);
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foreach (var ent in entities)
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{
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if (ent.HasComponent(type))
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return HasEntity;
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}
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return !HasEntity;
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}
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}
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}
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