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

@@ -238,6 +238,7 @@ namespace Content.Client
"SecretStash",
"Toilet",
"ClusterFlash",
"Repairable",
"GasGenerator",
"SolutionTransfer",
"Shovel",

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;

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@@ -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;
}
}
}

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@@ -0,0 +1,10 @@
### Interaction Messages
# Shown when repairing something
comp-repairable-repair = You repair {PROPER($target) ->
[true] {""}
*[false] the{" "}
}{$target} with {PROPER($welder) ->
[true] {""}
*[false] the{" "}
}{$welder}

View File

@@ -13,7 +13,6 @@
state: activated
shader: unshaded
map: ["enum.GravityGeneratorVisualLayers.Core"]
- type: SnapGrid
offset: Center
- type: PowerReceiver
@@ -31,6 +30,9 @@
- type: InteractionOutline
- type: Damageable
resistances: metallicResistances
- type: Repairable
fuelCost: 10
doAfterDelay: 5
- type: Destructible
thresholds:
- trigger:

View File

@@ -28,6 +28,7 @@
- SmallImpassable
- type: Damageable
resistances: metallicResistances
- type: Repairable
- type: Destructible
thresholds:
- trigger:
@@ -65,8 +66,9 @@
sprite: Constructible/Structures/Windows/reinforced_window.rsi
- type: Icon
sprite: Constructible/Structures/Windows/reinforced_window.rsi
- type: Damageable
resistances: metallicResistances
- type: Repairable
fuelCost: 10
doAfterDelay: 2
- type: Destructible
thresholds:
- trigger: