* Start work on upgradeable machines. * Upgradeable machines work * Component requirements for upgradeable machines * Better container handling * Remember to not push submodule updates in your PRs, kids! * Refresh parts after building a machine. * NetSync false * Address some reviews, fix some bugs * Nullable stackhelpers dependencies * Use container helper method to delete all entities in containers * Nullable string in AddContainer * Better examine for machine frame and construction in general * Machine breakage * Nullable node * nullable GraphPrototype * Re-save saltern for autolathe parts * Fix SaveLoadSave
48 lines
1.5 KiB
C#
48 lines
1.5 KiB
C#
using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Atmos;
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using Content.Server.GameObjects.Components.Doors;
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using Content.Shared.Construction;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Server.Construction.Conditions
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{
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[UsedImplicitly]
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public class DoorWelded : IEdgeCondition
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{
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public bool Welded { get; private set; }
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public void ExposeData(ObjectSerializer serializer)
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{
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serializer.DataField(this, x => x.Welded, "welded", true);
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}
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public async Task<bool> Condition(IEntity entity)
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{
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if (!entity.TryGetComponent(out ServerDoorComponent doorComponent)) return false;
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return doorComponent.IsWeldedShut == Welded;
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}
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public bool DoExamine(IEntity entity, FormattedMessage message, bool inDetailsRange)
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{
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if (!entity.TryGetComponent(out ServerDoorComponent doorComponent)) return false;
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if (doorComponent.State == ServerDoorComponent.DoorState.Closed && Welded)
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{
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message.AddMarkup(Loc.GetString("First, weld the door.\n"));
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return true;
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}
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if (!doorComponent.IsWeldedShut || Welded) return false;
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message.AddMarkup(Loc.GetString("First, unweld the door.\n"));
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return true;
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}
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}
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}
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