Repairable Component (#3418)

* Adds a repairable component

* Ignores RepairableComponent in the client

* fix localization

* fix localization
This commit is contained in:
AJCM-git
2021-02-26 22:56:32 -04:00
committed by GitHub
parent 5022a56e76
commit 2f45e5e044
6 changed files with 76 additions and 32 deletions

View File

@@ -1,25 +1,19 @@
#nullable enable
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Interactable;
using Content.Server.GameObjects.Components.Power.ApcNetComponents;
using Content.Server.Utility;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.Components.Gravity;
using Content.Shared.GameObjects.Components.Interactable;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects;
using Robust.Server.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Gravity
{
[RegisterComponent]
public class GravityGeneratorComponent : SharedGravityGeneratorComponent, IInteractUsing, IBreakAct, IInteractHand
public class GravityGeneratorComponent : SharedGravityGeneratorComponent, IBreakAct, IInteractHand
{
[ComponentDependency] private readonly AppearanceComponent? _appearance = default!;
@@ -96,28 +90,6 @@ namespace Content.Server.GameObjects.Components.Gravity
return true;
}
async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
{
if (!eventArgs.Using.TryGetComponent(out WelderComponent? tool))
return false;
if (!await tool.UseTool(eventArgs.User, Owner, 2f, ToolQuality.Welding, 5f))
return false;
// Repair generator
if (Owner.TryGetComponent(out IDamageableComponent? damageable))
{
damageable.Heal();
}
_intact = true;
Owner.PopupMessage(eventArgs.User,
Loc.GetString("You repair {0:theName} with {1:theName}", Owner, eventArgs.Using));
return true;
}
public void OnBreak(BreakageEventArgs eventArgs)
{
_intact = false;