- fix: some message for interactions
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@@ -1,12 +1,23 @@
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using Content.Shared._Amour.Hole;
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using Content.Server.Body.Systems;
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using Content.Server.Chat.Systems;
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using Content.Server.HealthExaminable;
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using Content.Server.Mind;
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using Content.Shared._Amour.Hole;
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using Content.Shared.Damage;
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using Content.Shared.Item;
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using Robust.Server.Containers;
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using Robust.Shared.Containers;
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using Robust.Shared.Prototypes;
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namespace Content.Server._Amour.Hole;
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public sealed partial class HoleSystem
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{
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[Dependency] private readonly ContainerSystem _container = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly BloodstreamSystem _bloodstreamSystem = default!;
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[Dependency] private readonly ChatSystem _chatSystem = default!;
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[Dependency] private readonly BodySystem _bodySystem = default!;
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private void InitializeInventory()
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{
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@@ -17,4 +28,37 @@ public sealed partial class HoleSystem
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{
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component.Slot = _container.EnsureContainer<ContainerSlot>(uid,HoleInventoryComponent.SlotName);
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}
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public void PutItem(Entity<ItemComponent?> item, Entity<HoleInventoryComponent?> entity)
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{
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if(!Resolve(entity,ref entity.Comp) || !Resolve(item,ref item.Comp))
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return;
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if(!_prototypeManager.TryIndex(item.Comp.Size, out var itemSizePrototype)
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|| !_prototypeManager.TryIndex(entity.Comp.Size, out var holeSize)
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|| !_prototypeManager.TryIndex(entity.Comp.MaxSize, out var maxHoleSize))
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return;
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if (itemSizePrototype.Weight >= maxHoleSize.Weight)
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{
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_bloodstreamSystem.TryModifyBleedAmount(entity, (itemSizePrototype.Weight - maxHoleSize.Weight)*8);
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_chatSystem.TrySendInGameICMessage(item.Owner," с грохотом падает на пол", InGameICChatType.Emote, ChatTransmitRange.HideChat);
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//_bodySystem.GibBody(entity);
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return;
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}
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if (itemSizePrototype.Weight >= holeSize.Weight)
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{
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_bloodstreamSystem.TryModifyBleedAmount(entity, (itemSizePrototype.Weight - holeSize.Weight)*4);
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}
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_container.Insert(item.Owner, entity.Comp.Slot);
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}
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public List<EntityUid> TakeItem(Entity<HoleInventoryComponent?> entity)
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{
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if(!Resolve(entity,ref entity.Comp))
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return new List<EntityUid>();
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return _container.EmptyContainer(entity.Comp.Slot);
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}
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}
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