* Ported sprites from eris * Added yml * lid open/close logic * interactivity * Working on new secret stash component * Object will drop on destruction * Can get item and examine message * Reagent container and some cleaning * Moved potted plant to stash * New base prefab * Now you can deconstruct toilet * Small fixes * Fixed unknown components errors * Fixed grammar errors Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Now use prob * More grammar * Update Content.Server/Construction/Conditions/ToiletLidClosed.cs Aaaaaaaa Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * No delays * Amazing sound design * Moved sound to mono * Toilet viz Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
36 lines
1.1 KiB
C#
36 lines
1.1 KiB
C#
#nullable enable
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Watercloset;
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using Content.Shared.Construction;
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using JetBrains.Annotations;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Localization;
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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 ToiletLidClosed : IEdgeCondition
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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 ToiletComponent? toilet)) return false;
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return !toilet.LidOpen;
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}
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public bool DoExamine(IEntity entity, FormattedMessage message, bool inExamineRange)
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{
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if (!entity.TryGetComponent(out ToiletComponent? toilet)) return false;
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if (!toilet.LidOpen) return false;
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message.AddMarkup(Loc.GetString("Use a [color=yellow]crowbar[/color] to close the lid.\n"));
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return true;
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}
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public void ExposeData(ObjectSerializer serializer)
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{
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}
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}
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}
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