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

@@ -0,0 +1,57 @@
#nullable enable
using System.Threading.Tasks;
using Content.Shared.Interfaces;
using Content.Shared.GameObjects.Components.Interactable;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.Interfaces.GameObjects.Components;
using Content.Server.GameObjects.Components.Interactable;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components
{
[RegisterComponent]
public class RepairableComponent : Component, IInteractUsing
{
public override string Name => "Repairable";
[ViewVariables(VVAccess.ReadWrite)]
private int _fuelCost;
[ViewVariables(VVAccess.ReadWrite)]
private int _doAfterDelay;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _fuelCost, "fuelCost", 5);
serializer.DataField(ref _doAfterDelay, "doAfterDelay", 1);
}
async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
{
// Only repair if you are using a lit welder
if (!eventArgs.Using.TryGetComponent(out WelderComponent? welder) || !welder.WelderLit)
return false;
if (Owner.TryGetComponent(out IDamageableComponent? damageable))
{
// Repair the target if it is damaged, oherwise do nothing
if (damageable.TotalDamage > 0)
{
if (!await welder.UseTool(eventArgs.User, Owner, _doAfterDelay, ToolQuality.Welding, _fuelCost))
return false;
damageable.Heal();
Owner.PopupMessage(eventArgs.User,
Loc.GetString("comp-repairable-repair",
("target", Owner),
("welder", eventArgs.Using)));
}
}
return true;
}
}
}