Files
tbd-station-14/Content.Server/Construction/StackHelpers.cs
Acruid ca4fd649fe Massive Namespace Cleanup (#3120)
* Engine namespace changes.

* Automated remove redundant using statements.

* Simplified Graphics namespace.

* Apparently the container system stores full type names in the map file.😞 This updates those names.

* API Changes to LocalizationManager.LoadCulture.

* Update submodule to v0.3.2
2021-02-11 01:13:03 -08:00

64 lines
1.8 KiB
C#

#nullable enable
using System;
using Content.Server.GameObjects.Components.Stack;
using Content.Shared.GameObjects.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
namespace Content.Server.Construction
{
public static class StackHelpers
{
/// <summary>
/// Spawns a stack of a specified type given an amount.
/// </summary>
public static IEntity SpawnStack(StackType stack, int amount, EntityCoordinates coordinates, IEntityManager? entityManager = null)
{
entityManager ??= IoCManager.Resolve<IEntityManager>();
string prototype;
switch (stack)
{
case StackType.Metal:
prototype = "SteelSheet1";
break;
case StackType.Glass:
prototype = "GlassSheet1";
break;
case StackType.MetalRod:
prototype = "MetalRodStack1";
break;
case StackType.Plasma:
prototype = "PlasmaStack1";
break;
case StackType.Plasteel:
prototype = "PlasteelSheet1";
break;
case StackType.Cable:
prototype = "ApcExtensionCableStack1";
break;
// TODO: Add more.
default:
throw new ArgumentOutOfRangeException(nameof(stack),"Stack type doesn't have a prototype specified yet!");
}
var ent = entityManager.SpawnEntity(prototype, coordinates);
var stackComponent = ent.GetComponent<StackComponent>();
stackComponent.Count = Math.Min(amount, stackComponent.MaxCount);
return ent;
}
}
}