Use automatic component registration.

This commit is contained in:
Pieter-Jan Briers
2019-07-31 15:02:36 +02:00
parent a90d7a645c
commit ceb8cc8421
94 changed files with 353 additions and 540 deletions

View File

@@ -1,15 +1,18 @@
using System;
using System.Collections.Generic;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects;
using Content.Shared.GameObjects.Components.Items;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
using System;
using System.Collections.Generic;
using Content.Server.GameObjects.EntitySystems;
using Robust.Shared.Utility;
using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines;
namespace Content.Server.GameObjects
{
[RegisterComponent]
[ComponentReference(typeof(ItemComponent))]
[ComponentReference(typeof(StoreableComponent))]
public class ClothingComponent : ItemComponent, IUse
{
public override string Name => "Clothing";

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@@ -6,7 +6,6 @@ using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
@@ -15,6 +14,7 @@ using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Items
{
[RegisterComponent]
public class DiceComponent : Component, IActivate, IUse, ILand, IExamine
{
#pragma warning disable 649

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@@ -1,4 +1,9 @@
using Content.Server.GameObjects.EntitySystems;
using System.Linq;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Sound;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Components.Storage;
using Robust.Server.GameObjects;
using Robust.Server.GameObjects.Components.Container;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
@@ -7,14 +12,12 @@ using Robust.Shared.Interfaces.Network;
using Robust.Shared.Maths;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
using System.Linq;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Sound;
using Content.Shared.GameObjects.Components.Storage;
using Robust.Server.GameObjects;
namespace Content.Server.GameObjects.Components
{
[RegisterComponent]
[ComponentReference(typeof(IActivate))]
[ComponentReference(typeof(IStorageComponent))]
public class EntityStorageComponent : Component, IActivate, IStorageComponent
{
public override string Name => "EntityStorage";

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@@ -7,6 +7,7 @@ using Robust.Shared.Maths;
namespace Content.Server.GameObjects.Components.Items.Storage.Fill
{
[RegisterComponent]
internal sealed class ToolLockerFillComponent : Component, IMapInit
{
public override string Name => "ToolLockerFill";

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@@ -7,6 +7,7 @@ using Robust.Shared.Maths;
namespace Content.Server.GameObjects.Components.Items.Storage.Fill
{
[RegisterComponent]
internal sealed class ToolboxElectricalFillComponent : Component, IMapInit
{
public override string Name => "ToolboxElectricalFill";

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@@ -1,17 +1,18 @@
using Content.Server.Interfaces.GameObjects;
using Robust.Server.Interfaces.GameObjects;
using Content.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using System;
using Content.Server.GameObjects.EntitySystems;
using Robust.Shared.GameObjects;
using System;
using Content.Server.Interfaces.GameObjects;
using Content.Shared.GameObjects;
using Content.Shared.GameObjects.Components.Items;
using Content.Server.GameObjects.Components;
using Robust.Server.GameObjects;
using Robust.Server.Interfaces.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Maths;
namespace Content.Server.GameObjects
{
[RegisterComponent]
[ComponentReference(typeof(StoreableComponent))]
public class ItemComponent : StoreableComponent, IAttackHand
{
public override string Name => "Item";

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@@ -1,32 +1,33 @@
using System.Linq;
using System.Collections.Generic;
using System.Linq;
using Content.Server.GameObjects.Components;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Components.Storage;
using Content.Shared.Interfaces;
using Robust.Server.GameObjects;
using Robust.Server.GameObjects.Components.Container;
using Robust.Server.GameObjects.EntitySystemMessages;
using Robust.Server.Interfaces.Player;
using Robust.Server.Player;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.Interfaces.Network;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Serialization;
using System.Collections.Generic;
using Content.Shared.Interfaces;
using Robust.Shared.GameObjects.EntitySystemMessages;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.ViewVariables;
using Content.Server.GameObjects.Components;
using Content.Server.GameObjects.Components.Items.Storage;
using Robust.Server.GameObjects.EntitySystemMessages;
namespace Content.Server.GameObjects
{
/// <summary>
/// Storage component for containing entities within this one, matches a UI on the client which shows stored entities
/// </summary>
[RegisterComponent]
[ComponentReference(typeof(IActivate))]
[ComponentReference(typeof(IStorageComponent))]
public class ServerStorageComponent : SharedStorageComponent, IAttackBy, IUse, IActivate, IStorageComponent, IDestroyAct
{
#pragma warning disable 649
@@ -149,7 +150,7 @@ namespace Content.Server.GameObjects
{
return false;
}
//Check that we can drop the item from our hands first otherwise we obviously cant put it inside
if (CanInsert(hands.GetActiveHand.Owner) && hands.Drop(hands.ActiveIndex))
{

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@@ -3,6 +3,7 @@ using Robust.Shared.Serialization;
namespace Content.Server.GameObjects
{
[RegisterComponent]
public class StoreableComponent : Component
{
public override string Name => "Storeable";