conveyor & recycler ecs (#4537)
* conveyor done, recycler still todo * done, just need to suss out the physics part. pinged sloth about it * ship it
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@@ -1,12 +1,17 @@
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using System.Collections.Generic;
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using Content.Server.Power.Components;
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using Content.Server.Recycling.Components;
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using Content.Shared.Body.Components;
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using Content.Shared.Recycling;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Utility;
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namespace Content.Server.Recycling
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{
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internal sealed class RecyclerSystem: EntitySystem
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internal sealed class RecyclerSystem : EntitySystem
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{
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public override void Initialize()
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{
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@@ -21,11 +26,6 @@ namespace Content.Server.Recycling
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private void Recycle(RecyclerComponent component, IEntity entity)
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{
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if (!component.Intersecting.Contains(entity))
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{
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component.Intersecting.Add(entity);
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}
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// TODO: Prevent collision with recycled items
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// Can only recycle things that are recyclable... And also check the safety of the thing to recycle.
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@@ -45,7 +45,8 @@ namespace Content.Server.Recycling
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private bool CanGib(RecyclerComponent component, IEntity entity)
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{
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// We suppose this entity has a Recyclable component.
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return entity.HasComponent<SharedBodyComponent>() && !component.Safe && component.Powered;
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return entity.HasComponent<SharedBodyComponent>() && !component.Safe &&
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component.Owner.TryGetComponent(out ApcPowerReceiverComponent? receiver) && receiver.Powered;
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}
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public void Bloodstain(RecyclerComponent component)
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