Fix monkey kitchen spike dragdrop (#3450)
* Fix monkey kitchen spike dragdrop I also aligned the behavior with tg (need combat mode on + mob alive). It still needs to do damage over time and buckle the target but baby steps. * Cleanup * Fix kitchenspike layers Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
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@@ -0,0 +1,31 @@
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#nullable enable
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components.Nutrition
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{
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/// <summary>
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/// Indicates that the entity can be thrown on a kitchen spike for butchering.
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/// </summary>
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[RegisterComponent]
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public class SharedButcherableComponent : Component, IDraggable
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{
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public override string Name => "Butcherable";
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[ViewVariables]
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public string? MeatPrototype => _meatPrototype;
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[ViewVariables]
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[DataField("meat")]
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private string? _meatPrototype;
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public bool CanDrop(CanDropEventArgs args)
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{
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return true;
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}
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}
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}
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@@ -1,4 +1,5 @@
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#nullable enable
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Mobs.State;
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using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
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using Content.Shared.Interfaces.GameObjects.Components;
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@@ -12,22 +13,25 @@ namespace Content.Shared.Kitchen
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{
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public override string Name => "KitchenSpike";
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[ViewVariables] [DataField("delay")] protected float SpikeDelay = 10;
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[ViewVariables]
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[DataField("delay")]
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protected float SpikeDelay = 12.0f;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("sound")]
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protected string? SpikeSound = "/Audio/Effects/Fluids/splat.ogg";
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bool IDragDropOn.CanDragDropOn(DragDropEventArgs eventArgs)
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{
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if (!eventArgs.Dragged.TryGetComponent<IMobStateComponent>(out var state))
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if (eventArgs.User == eventArgs.Dragged ||
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!eventArgs.Dragged.TryGetComponent<IMobStateComponent>(out var state) ||
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(eventArgs.User.TryGetComponent(out SharedCombatModeComponent? combatMode) && !combatMode.IsInCombatMode))
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{
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return false;
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}
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// TODO: Wouldn't we just need the CanMove check?
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if (state.IsDead() || state.IsCritical() || state.IsIncapacitated() || !ActionBlockerSystem.CanMove(eventArgs.Dragged))
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{
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return true;
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}
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return false;
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// TODO: Once we get silicons need to check organic
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return !state.IsDead();
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}
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public abstract bool DragDropOn(DragDropEventArgs eventArgs);
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