42 lines
1.6 KiB
C#
42 lines
1.6 KiB
C#
using Content.Shared.Wires;
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namespace Content.Server.Wires;
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/// <summary>
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/// convenience class for wires that depend on the existence of some component to function. Slightly reduces boilerplate.
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/// </summary>
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public abstract partial class ComponentWireAction<TComponent> : BaseWireAction where TComponent : Component
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{
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public abstract StatusLightState? GetLightState(Wire wire, TComponent component);
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public override StatusLightState? GetLightState(Wire wire)
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{
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return EntityManager.TryGetComponent(wire.Owner, out TComponent? component)
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? GetLightState(wire, component)
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: StatusLightState.Off;
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}
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public abstract bool Cut(EntityUid user, Wire wire, TComponent component);
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public abstract bool Mend(EntityUid user, Wire wire, TComponent component);
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public abstract void Pulse(EntityUid user, Wire wire, TComponent component);
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public override bool Cut(EntityUid user, Wire wire)
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{
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base.Cut(user, wire);
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// if the entity doesn't exist, we need to return true otherwise the wire sprite is never updated
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return EntityManager.TryGetComponent(wire.Owner, out TComponent? component) ? Cut(user, wire, component) : true;
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}
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public override bool Mend(EntityUid user, Wire wire)
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{
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base.Mend(user, wire);
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return EntityManager.TryGetComponent(wire.Owner, out TComponent? component) ? Mend(user, wire, component) : true;
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}
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public override void Pulse(EntityUid user, Wire wire)
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{
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base.Pulse(user, wire);
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if (EntityManager.TryGetComponent(wire.Owner, out TComponent? component))
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Pulse(user, wire, component);
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}
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}
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