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crystall-punk-14/Content.Shared/Acts/ActSystem.cs

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using System;
using System.Linq;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
2021-06-09 22:19:39 +02:00
namespace Content.Shared.Acts
{
/// <summary>
/// This interface gives components behavior on getting destroyed.
/// </summary>
public interface IDestroyAct
{
/// <summary>
/// Called when object is destroyed
/// </summary>
void OnDestroy(DestructionEventArgs eventArgs);
}
public sealed class DestructionEventArgs : EntityEventArgs { }
public sealed class BreakageEventArgs : EntityEventArgs { }
public interface IBreakAct
{
/// <summary>
/// Called when object is broken
/// </summary>
void OnBreak(BreakageEventArgs eventArgs);
}
[UsedImplicitly]
public sealed class ActSystem : EntitySystem
{
public void HandleDestruction(EntityUid owner)
{
var eventArgs = new DestructionEventArgs();
RaiseLocalEvent(owner, eventArgs, false);
var destroyActs = EntityManager.GetComponents<IDestroyAct>(owner).ToList();
foreach (var destroyAct in destroyActs)
{
destroyAct.OnDestroy(eventArgs);
}
Explosion refactor (#5230) * Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-04-01 15:39:26 +13:00
QueueDel(owner);
}
public void HandleBreakage(EntityUid owner)
{
var eventArgs = new BreakageEventArgs();
RaiseLocalEvent(owner, eventArgs, false);
var breakActs = EntityManager.GetComponents<IBreakAct>(owner).ToList();
foreach (var breakAct in breakActs)
{
breakAct.OnBreak(eventArgs);
}
}
}
}