Files
OldThink/Content.Server/Engineering/EntitySystems/DisassembleOnActivateSystem.cs

60 lines
2.0 KiB
C#
Raw Normal View History

2021-06-09 22:19:39 +02:00
using Content.Server.DoAfter;
using Content.Server.Engineering.Components;
using Content.Server.Hands.Components;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Helpers;
get that crap outta here (completely rewrites inventorysystem) (#5807) * some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable:tm: * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge:tm: * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
2021-12-30 22:56:10 +01:00
using Content.Shared.Item;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
2021-06-09 22:19:39 +02:00
namespace Content.Server.Engineering.EntitySystems
{
[UsedImplicitly]
public class DisassembleOnActivateSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DisassembleOnActivateComponent, ActivateInWorldEvent>(HandleActivateInWorld);
}
private async void HandleActivateInWorld(EntityUid uid, DisassembleOnActivateComponent component, ActivateInWorldEvent args)
{
if (string.IsNullOrEmpty(component.Prototype))
return;
if (!args.User.InRangeUnobstructed(args.Target))
return;
if (component.DoAfterTime > 0 && TryGet<DoAfterSystem>(out var doAfterSystem))
{
var doAfterArgs = new DoAfterEventArgs(args.User, component.DoAfterTime, component.TokenSource.Token)
{
BreakOnUserMove = true,
BreakOnStun = true,
};
var result = await doAfterSystem.WaitDoAfter(doAfterArgs);
if (result != DoAfterStatus.Finished)
return;
component.TokenSource.Cancel();
}
2021-12-09 12:29:27 +01:00
if (component.Deleted || Deleted(component.Owner))
return;
var entity = EntityManager.SpawnEntity(component.Prototype, EntityManager.GetComponent<TransformComponent>(component.Owner).Coordinates);
if (EntityManager.TryGetComponent<HandsComponent?>(args.User, out var hands)
get that crap outta here (completely rewrites inventorysystem) (#5807) * some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable:tm: * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge:tm: * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
2021-12-30 22:56:10 +01:00
&& EntityManager.TryGetComponent<SharedItemComponent?>(entity, out var item))
{
hands.PutInHandOrDrop(item);
}
EntityManager.DeleteEntity(component.Owner);
return;
}
}
}