Repairable Component (#3418)
* Adds a repairable component * Ignores RepairableComponent in the client * fix localization * fix localization
This commit is contained in:
@@ -238,6 +238,7 @@ namespace Content.Client
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"SecretStash",
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"Toilet",
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"ClusterFlash",
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"Repairable",
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"GasGenerator",
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"SolutionTransfer",
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"Shovel",
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@@ -1,25 +1,19 @@
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#nullable enable
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Interactable;
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using Content.Server.GameObjects.Components.Power.ApcNetComponents;
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using Content.Server.Utility;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Gravity;
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using Content.Shared.GameObjects.Components.Interactable;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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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.ViewVariables;
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namespace Content.Server.GameObjects.Components.Gravity
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{
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[RegisterComponent]
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public class GravityGeneratorComponent : SharedGravityGeneratorComponent, IInteractUsing, IBreakAct, IInteractHand
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public class GravityGeneratorComponent : SharedGravityGeneratorComponent, IBreakAct, IInteractHand
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{
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[ComponentDependency] private readonly AppearanceComponent? _appearance = default!;
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@@ -96,28 +90,6 @@ namespace Content.Server.GameObjects.Components.Gravity
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return true;
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}
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async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
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{
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if (!eventArgs.Using.TryGetComponent(out WelderComponent? tool))
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return false;
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if (!await tool.UseTool(eventArgs.User, Owner, 2f, ToolQuality.Welding, 5f))
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return false;
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// Repair generator
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if (Owner.TryGetComponent(out IDamageableComponent? damageable))
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{
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damageable.Heal();
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}
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_intact = true;
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Owner.PopupMessage(eventArgs.User,
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Loc.GetString("You repair {0:theName} with {1:theName}", Owner, eventArgs.Using));
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return true;
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}
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public void OnBreak(BreakageEventArgs eventArgs)
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{
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_intact = false;
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57
Content.Server/GameObjects/Components/RepairableComponent.cs
Normal file
57
Content.Server/GameObjects/Components/RepairableComponent.cs
Normal file
@@ -0,0 +1,57 @@
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#nullable enable
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using System.Threading.Tasks;
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using Content.Shared.Interfaces;
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using Content.Shared.GameObjects.Components.Interactable;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Server.GameObjects.Components.Interactable;
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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.ViewVariables;
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namespace Content.Server.GameObjects.Components
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{
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[RegisterComponent]
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public class RepairableComponent : Component, IInteractUsing
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{
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public override string Name => "Repairable";
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[ViewVariables(VVAccess.ReadWrite)]
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private int _fuelCost;
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[ViewVariables(VVAccess.ReadWrite)]
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private int _doAfterDelay;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _fuelCost, "fuelCost", 5);
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serializer.DataField(ref _doAfterDelay, "doAfterDelay", 1);
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}
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async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
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{
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// Only repair if you are using a lit welder
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if (!eventArgs.Using.TryGetComponent(out WelderComponent? welder) || !welder.WelderLit)
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return false;
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if (Owner.TryGetComponent(out IDamageableComponent? damageable))
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{
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// Repair the target if it is damaged, oherwise do nothing
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if (damageable.TotalDamage > 0)
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{
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if (!await welder.UseTool(eventArgs.User, Owner, _doAfterDelay, ToolQuality.Welding, _fuelCost))
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return false;
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damageable.Heal();
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Owner.PopupMessage(eventArgs.User,
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Loc.GetString("comp-repairable-repair",
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("target", Owner),
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("welder", eventArgs.Using)));
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}
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}
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return true;
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}
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}
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}
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10
Resources/Locale/en-US/components/repairable-component.ftl
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10
Resources/Locale/en-US/components/repairable-component.ftl
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@@ -0,0 +1,10 @@
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### Interaction Messages
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# Shown when repairing something
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comp-repairable-repair = You repair {PROPER($target) ->
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[true] {""}
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*[false] the{" "}
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}{$target} with {PROPER($welder) ->
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[true] {""}
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*[false] the{" "}
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}{$welder}
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@@ -13,7 +13,6 @@
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state: activated
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shader: unshaded
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map: ["enum.GravityGeneratorVisualLayers.Core"]
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- type: SnapGrid
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offset: Center
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- type: PowerReceiver
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@@ -31,6 +30,9 @@
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- type: InteractionOutline
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- type: Damageable
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resistances: metallicResistances
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- type: Repairable
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fuelCost: 10
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doAfterDelay: 5
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- type: Destructible
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thresholds:
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- trigger:
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@@ -28,6 +28,7 @@
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- SmallImpassable
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- type: Damageable
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resistances: metallicResistances
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- type: Repairable
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- type: Destructible
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thresholds:
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- trigger:
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@@ -65,8 +66,9 @@
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sprite: Constructible/Structures/Windows/reinforced_window.rsi
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- type: Icon
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sprite: Constructible/Structures/Windows/reinforced_window.rsi
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- type: Damageable
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resistances: metallicResistances
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- type: Repairable
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fuelCost: 10
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doAfterDelay: 2
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- type: Destructible
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thresholds:
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- trigger:
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