Files
tbd-station-14/Content.Server/Construction/Conditions/EntityAnchored.cs
DrSmugleaf b64cb24059 Rename usages of collidable to physics (#2230)
* Rename usages of collidable to physics

* high tier PANIQUE

* aaaaaaaaAAAAAa

* cursed commit dont research

* Fix urist and items being anchored

* Fix the rest
2020-10-11 16:36:58 +02:00

40 lines
1.2 KiB
C#

using System.Threading.Tasks;
using Content.Shared.Construction;
using JetBrains.Annotations;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
namespace Content.Server.Construction.Conditions
{
[UsedImplicitly]
public class EntityAnchored : IEdgeCondition
{
public bool Anchored { get; private set; }
public void ExposeData(ObjectSerializer serializer)
{
serializer.DataField(this, x => x.Anchored, "anchored", true);
}
public async Task<bool> Condition(IEntity entity)
{
if (!entity.TryGetComponent(out IPhysicsComponent physics)) return false;
return physics.Anchored == Anchored;
}
public void DoExamine(IEntity entity, FormattedMessage message, bool inDetailsRange)
{
if (!entity.TryGetComponent(out IPhysicsComponent physics)) return;
if(Anchored && !physics.Anchored)
message.AddMarkup("First, anchor it.\n");
if(!Anchored && physics.Anchored)
message.AddMarkup("First, unanchor it.\n");
}
}
}