Fix some things setting StackComponent count manually.

This commit is contained in:
Vera Aguilera Puerto
2021-05-30 08:53:02 +02:00
parent 88f5c620db
commit 1ec2f39291
6 changed files with 21 additions and 17 deletions

View File

@@ -4,6 +4,7 @@ using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Interactable;
using Content.Server.GameObjects.Components.Stack;
using Content.Shared.GameObjects.Components.Interactable;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Prototypes;
@@ -58,8 +59,10 @@ namespace Content.Server.GameObjects.Components.Construction
{
var droppedEnt = Owner.EntityManager.SpawnEntity(result, resultPosition);
if (droppedEnt.TryGetComponent<StackComponent>(out var stackComp))
stackComp.Count = 1;
// TODO: If something has a stack... Just use a prototype with a single thing in the stack.
// This is not a good way to do it.
if (droppedEnt.HasComponent<StackComponent>())
Owner.EntityManager.EventBus.RaiseLocalEvent(droppedEnt.Uid, new StackChangeCountEvent(1), false);
}
return true;

View File

@@ -3,6 +3,7 @@ using System;
using System.Collections.Generic;
using Content.Server.GameObjects.Components.Stack;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Utility;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
@@ -32,8 +33,7 @@ namespace Content.Server.GameObjects.Components.Destructible.Thresholds.Behavior
if (EntityPrototypeHelpers.HasComponent<StackComponent>(entityId))
{
var spawned = owner.EntityManager.SpawnEntity(entityId, owner.Transform.MapPosition);
var stack = spawned.GetComponent<StackComponent>();
stack.Count = count;
owner.EntityManager.EventBus.RaiseLocalEvent(spawned.Uid, new StackChangeCountEvent(count), false);
spawned.RandomOffset(0.5f);
}
else

View File

@@ -3,6 +3,7 @@ using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Interactable;
using Content.Server.GameObjects.Components.Stack;
using Content.Shared.GameObjects.Components.Interactable;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Prototypes;
@@ -44,8 +45,9 @@ namespace Content.Server.GameObjects.Components.Power
Owner.Delete();
var droppedEnt = Owner.EntityManager.SpawnEntity(_wireDroppedOnCutPrototype, eventArgs.ClickLocation);
if (droppedEnt.TryGetComponent<StackComponent>(out var stackComp))
stackComp.Count = 1;
// TODO: Literally just use a prototype that has a single thing in the stack, it's not that complicated...
if (droppedEnt.HasComponent<StackComponent>())
Owner.EntityManager.EventBus.RaiseLocalEvent(droppedEnt.Uid, new StackChangeCountEvent(1), false);
return true;
}