* Power nullability * AME nullability * re-adds EnsureComponents * conflict fix * Update Content.Server/GameObjects/Components/Power/PowerNetComponents/RadiationCollectorComponent.cs Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Update Content.Server/GameObjects/Components/Power/PowerNetComponents/BatteryStorageComponent.cs Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Update Content.Server/GameObjects/Components/Power/PowerNetComponents/BatteryStorageComponent.cs Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Update Content.Server/GameObjects/Components/Power/PowerNetComponents/BatteryDischargerComponent.cs Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Update Content.Server/GameObjects/Components/Power/PowerNetComponents/BatteryDischargerComponent.cs Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * removes duplicate component assignment Co-authored-by: py01 <pyronetics01@gmail.com> Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
62 lines
2.3 KiB
C#
62 lines
2.3 KiB
C#
#nullable enable
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using Content.Server.GameObjects.Components.Stack;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Shared.Utility;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components.Transform;
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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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using Robust.Shared.ViewVariables;
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using System.Threading.Tasks;
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namespace Content.Server.GameObjects.Components.Power
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{
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[RegisterComponent]
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internal class WirePlacerComponent : Component, IAfterInteract
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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/// <inheritdoc />
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public override string Name => "WirePlacer";
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[ViewVariables]
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private string? _wirePrototypeID;
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[ViewVariables]
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private WireType _blockingWireType;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _wirePrototypeID, "wirePrototypeID", "HVWire");
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serializer.DataField(ref _blockingWireType, "blockingWireType", WireType.HighVoltage);
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}
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/// <inheritdoc />
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public async Task AfterInteract(AfterInteractEventArgs eventArgs)
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{
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if (_wirePrototypeID == null)
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return;
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if (!eventArgs.InRangeUnobstructed(ignoreInsideBlocker: true, popup: true)) return;
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if(!_mapManager.TryGetGrid(eventArgs.ClickLocation.GetGridId(Owner.EntityManager), out var grid))
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return;
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var snapPos = grid.SnapGridCellFor(eventArgs.ClickLocation, SnapGridOffset.Center);
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var snapCell = grid.GetSnapGridCell(snapPos, SnapGridOffset.Center);
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if(grid.GetTileRef(snapPos).Tile.IsEmpty)
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return;
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foreach (var snapComp in snapCell)
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{
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if (snapComp.Owner.TryGetComponent<WireComponent>(out var wire) && wire.WireType == _blockingWireType)
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{
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return;
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}
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}
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if (Owner.TryGetComponent<StackComponent>(out var stack) && !stack.Use(1))
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return;
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Owner.EntityManager.SpawnEntity(_wirePrototypeID, grid.GridTileToLocal(snapPos));
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}
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}
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}
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