* Engine namespace changes.
* Automated remove redundant using statements.
* Simplified Graphics namespace.
* Apparently the container system stores full type names in the map file.😞 This updates those names.
* API Changes to LocalizationManager.LoadCulture.
* Update submodule to v0.3.2
46 lines
1.4 KiB
C#
46 lines
1.4 KiB
C#
using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Doors;
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using Content.Shared.Construction;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Server.Construction.Conditions
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{
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[UsedImplicitly]
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public class DoorWelded : IEdgeCondition
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{
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public bool Welded { get; private set; }
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void IExposeData.ExposeData(ObjectSerializer serializer)
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{
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serializer.DataField(this, x => x.Welded, "welded", true);
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}
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public async Task<bool> Condition(IEntity entity)
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{
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if (!entity.TryGetComponent(out ServerDoorComponent doorComponent)) return false;
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return doorComponent.IsWeldedShut == Welded;
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}
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public bool DoExamine(IEntity entity, FormattedMessage message, bool inDetailsRange)
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{
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if (!entity.TryGetComponent(out ServerDoorComponent doorComponent)) return false;
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if (doorComponent.State == ServerDoorComponent.DoorState.Closed && Welded)
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{
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message.AddMarkup(Loc.GetString("First, weld the door.\n"));
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return true;
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}
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if (!doorComponent.IsWeldedShut || Welded) return false;
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message.AddMarkup(Loc.GetString("First, unweld the door.\n"));
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return true;
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}
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}
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}
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