- 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>
34 lines
1.3 KiB
C#
34 lines
1.3 KiB
C#
using Content.Shared.Construction;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Client.GameObjects.Components.Construction
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{
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[RegisterComponent]
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public class ConstructionGhostComponent : Component, IExamine
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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public override string Name => "ConstructionGhost";
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[ViewVariables] public ConstructionPrototype Prototype { get; set; }
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[ViewVariables] public int GhostID { get; set; }
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void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
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{
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message.AddMarkup(Loc.GetString("Building: [color=cyan]{0}[/color]\n", Prototype.Name));
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if (!_prototypeManager.TryIndex(Prototype.Graph, out ConstructionGraphPrototype graph)) return;
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var startNode = graph.Nodes[Prototype.StartNode];
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var path = graph.Path(Prototype.StartNode, Prototype.TargetNode);
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var edge = startNode.GetEdge(path[0].Name);
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edge.Steps[0].DoExamine(message, inDetailsRange);
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}
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}
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}
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