machine linking refactor to ecs (#4323)

* started work

* some more work, ui working (somewhat)

* stuff

* reorganization

* some more reorg

* conveyors

* conveyors working

* finalized (dis)connection
added linkattempt
added feedback text
work on conveyors

* removed command
add rangecheck

* fixed inrange check

* handling

* ui no longer kanser, ship it

* adresses reviews

* reformats file

* reformats file

Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
This commit is contained in:
Paul Ritter
2021-08-27 17:46:02 +02:00
committed by GitHub
parent 4a68032ea1
commit e11a9b282a
47 changed files with 1059 additions and 633 deletions

View File

@@ -1,45 +1,10 @@
using Content.Server.MachineLinking.Signals;
using Content.Shared.Interaction;
using Content.Shared.Notification;
using Content.Shared.Notification.Managers;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
namespace Content.Server.MachineLinking.Components
{
[RegisterComponent]
public class SignalButtonComponent : Component, IActivate, IInteractHand
public class SignalButtonComponent : Component
{
public override string Name => "SignalButton";
void IActivate.Activate(ActivateEventArgs eventArgs)
{
TransmitSignal(eventArgs.User);
}
bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
{
TransmitSignal(eventArgs.User);
return true;
}
private void TransmitSignal(IEntity user)
{
if (!Owner.TryGetComponent<SignalTransmitterComponent>(out var transmitter))
{
return;
}
if (transmitter.TransmitSignal(new ToggleSignal()))
{
// Since the button doesn't have an animation, I'm going to use a popup message
Owner.PopupMessage(user, Loc.GetString("signal-button-component-transmit-signal-success-message"));
}
else
{
Owner.PopupMessage(user, Loc.GetString("signal-button-component-transmit-signal-no-receivers-message"));
}
}
}
}