Predict RepairableSystem (#38886)
* commit * Update SharedRepairableSystem.cs * compo * final touches. * Update RepairableComponent.cs * Update RepairableSystem.cs * Update Content.Shared/Repairable/RepairableSystem.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
This commit is contained in:
@@ -2,7 +2,6 @@ using Content.Server.Administration.Logs;
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using Content.Server.Fluids.EntitySystems;
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using Content.Server.Fluids.EntitySystems;
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using Content.Server.Ghost;
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using Content.Server.Ghost;
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using Content.Server.Popups;
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using Content.Server.Popups;
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using Content.Server.Repairable;
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using Content.Server.Stack;
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using Content.Server.Stack;
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using Content.Server.Wires;
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using Content.Server.Wires;
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using Content.Shared.Body.Systems;
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using Content.Shared.Body.Systems;
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@@ -19,6 +18,7 @@ using Content.Shared.Materials;
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using Content.Shared.Mind;
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using Content.Shared.Mind;
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using Content.Shared.Nutrition.EntitySystems;
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using Content.Shared.Nutrition.EntitySystems;
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using Content.Shared.Power;
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using Content.Shared.Power;
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using Content.Shared.Repairable;
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using Content.Shared.Stacks;
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using Content.Shared.Stacks;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects;
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using Robust.Shared.Player;
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using Robust.Shared.Player;
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@@ -1,42 +0,0 @@
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using Content.Shared.Damage;
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using Content.Shared.Tools;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Server.Repairable
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{
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[RegisterComponent]
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public sealed partial class RepairableComponent : Component
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{
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/// <summary>
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/// All the damage to change information is stored in this <see cref="DamageSpecifier"/>.
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/// </summary>
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/// <remarks>
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/// If this data-field is specified, it will change damage by this amount instead of setting all damage to 0.
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/// in order to heal/repair the damage values have to be negative.
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/// </remarks>
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[DataField]
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public DamageSpecifier? Damage;
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[DataField]
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public int FuelCost = 5;
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[DataField]
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public ProtoId<ToolQualityPrototype> QualityNeeded = "Welding";
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[DataField]
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public int DoAfterDelay = 1;
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/// <summary>
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/// A multiplier that will be applied to the above if an entity is repairing themselves.
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/// </summary>
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[DataField]
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public float SelfRepairPenalty = 3f;
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/// <summary>
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/// Whether or not an entity is allowed to repair itself.
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/// </summary>
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[DataField]
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public bool AllowSelfRepair = true;
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}
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}
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@@ -1,87 +0,0 @@
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using Content.Server.Administration.Logs;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.Interaction;
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using Content.Shared.Popups;
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using Content.Shared.Repairable;
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using SharedToolSystem = Content.Shared.Tools.Systems.SharedToolSystem;
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namespace Content.Server.Repairable
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{
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public sealed class RepairableSystem : SharedRepairableSystem
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{
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[Dependency] private readonly SharedToolSystem _toolSystem = default!;
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger= default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<RepairableComponent, InteractUsingEvent>(Repair);
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SubscribeLocalEvent<RepairableComponent, RepairFinishedEvent>(OnRepairFinished);
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}
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private void OnRepairFinished(EntityUid uid, RepairableComponent component, RepairFinishedEvent args)
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{
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if (args.Cancelled)
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return;
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if (!TryComp(uid, out DamageableComponent? damageable) || damageable.TotalDamage == 0)
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return;
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if (component.Damage != null)
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{
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var damageChanged = _damageableSystem.TryChangeDamage(uid, component.Damage, true, false, origin: args.User);
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_adminLogger.Add(LogType.Healed, $"{ToPrettyString(args.User):user} repaired {ToPrettyString(uid):target} by {damageChanged?.GetTotal()}");
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}
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else
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{
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// Repair all damage
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_damageableSystem.SetAllDamage(uid, damageable, 0);
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_adminLogger.Add(LogType.Healed, $"{ToPrettyString(args.User):user} repaired {ToPrettyString(uid):target} back to full health");
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}
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var str = Loc.GetString("comp-repairable-repair",
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("target", uid),
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("tool", args.Used!));
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_popup.PopupEntity(str, uid, args.User);
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var ev = new RepairedEvent((uid, component), args.User);
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RaiseLocalEvent(uid, ref ev);
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}
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public async void Repair(EntityUid uid, RepairableComponent component, InteractUsingEvent args)
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{
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if (args.Handled)
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return;
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// Only try repair the target if it is damaged
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if (!TryComp<DamageableComponent>(uid, out var damageable) || damageable.TotalDamage == 0)
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return;
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float delay = component.DoAfterDelay;
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// Add a penalty to how long it takes if the user is repairing itself
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if (args.User == args.Target)
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{
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if (!component.AllowSelfRepair)
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return;
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delay *= component.SelfRepairPenalty;
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}
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// Run the repairing doafter
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args.Handled = _toolSystem.UseTool(args.Used, args.User, uid, delay, component.QualityNeeded, new RepairFinishedEvent(), component.FuelCost);
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}
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}
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/// <summary>
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/// Event raised on an entity when its successfully repaired.
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/// </summary>
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/// <param name="Ent"></param>
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/// <param name="User"></param>
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[ByRefEvent]
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public readonly record struct RepairedEvent(Entity<RepairableComponent> Ent, EntityUid User);
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}
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@@ -3,7 +3,6 @@ using Content.Server.DeviceNetwork.Systems;
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using Content.Server.NPC.HTN;
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using Content.Server.NPC.HTN;
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using Content.Server.NPC.HTN.PrimitiveTasks.Operators.Combat.Ranged;
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using Content.Server.NPC.HTN.PrimitiveTasks.Operators.Combat.Ranged;
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using Content.Server.Power.Components;
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using Content.Server.Power.Components;
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using Content.Server.Repairable;
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using Content.Server.TurretController;
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using Content.Server.TurretController;
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using Content.Shared.Access;
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using Content.Shared.Access;
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using Content.Shared.Destructible;
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using Content.Shared.Destructible;
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@@ -11,6 +10,7 @@ using Content.Shared.DeviceNetwork;
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using Content.Shared.DeviceNetwork.Components;
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using Content.Shared.DeviceNetwork.Components;
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using Content.Shared.DeviceNetwork.Events;
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using Content.Shared.DeviceNetwork.Events;
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using Content.Shared.Power;
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using Content.Shared.Power;
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using Content.Shared.Repairable;
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using Content.Shared.Turrets;
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using Content.Shared.Turrets;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Events;
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using Content.Shared.Weapons.Ranged.Events;
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53
Content.Shared/Repairable/RepairableComponent.cs
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53
Content.Shared/Repairable/RepairableComponent.cs
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@@ -0,0 +1,53 @@
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using Content.Shared.Damage;
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using Content.Shared.Tools;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Repairable;
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/// <summary>
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/// Use this component to mark a device as repairable.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class RepairableComponent : Component
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{
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/// <summary>
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/// All the damage to change information is stored in this <see cref="DamageSpecifier"/>.
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/// </summary>
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/// <remarks>
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/// If this data-field is specified, it will change damage by this amount instead of setting all damage to 0.
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/// in order to heal/repair the damage values have to be negative.
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/// </remarks>
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[DataField, AutoNetworkedField]
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public DamageSpecifier? Damage;
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/// <summary>
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/// Cost of fuel used to repair this device.
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/// </summary>
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[DataField, AutoNetworkedField]
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public int FuelCost = 5;
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/// <summary>
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/// Tool quality necessary to repair this device.
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/// </summary>
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[DataField, AutoNetworkedField]
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public ProtoId<ToolQualityPrototype> QualityNeeded = "Welding";
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/// <summary>
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/// The base tool use delay (seconds). This will be modified by the tool's quality
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/// </summary>
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[DataField, AutoNetworkedField]
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public int DoAfterDelay = 1;
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/// <summary>
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/// A multiplier that will be applied to the above if an entity is repairing themselves.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float SelfRepairPenalty = 3f;
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/// <summary>
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/// Whether an entity is allowed to repair itself.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool AllowSelfRepair = true;
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}
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87
Content.Shared/Repairable/RepairableSystem.cs
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87
Content.Shared/Repairable/RepairableSystem.cs
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@@ -0,0 +1,87 @@
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using Content.Shared.Administration.Logs;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.DoAfter;
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using Content.Shared.Interaction;
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using Content.Shared.Popups;
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using Content.Shared.Tools.Systems;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Repairable;
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public sealed partial class RepairableSystem : EntitySystem
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{
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[Dependency] private readonly SharedToolSystem _toolSystem = default!;
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<RepairableComponent, InteractUsingEvent>(Repair);
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SubscribeLocalEvent<RepairableComponent, RepairFinishedEvent>(OnRepairFinished);
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}
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private void OnRepairFinished(Entity<RepairableComponent> ent, ref RepairFinishedEvent args)
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{
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if (args.Cancelled)
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return;
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if (!TryComp(ent.Owner, out DamageableComponent? damageable) || damageable.TotalDamage == 0)
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return;
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if (ent.Comp.Damage != null)
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{
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var damageChanged = _damageableSystem.TryChangeDamage(ent.Owner, ent.Comp.Damage, true, false, origin: args.User);
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_adminLogger.Add(LogType.Healed, $"{ToPrettyString(args.User):user} repaired {ToPrettyString(ent.Owner):target} by {damageChanged?.GetTotal()}");
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}
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else
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{
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// Repair all damage
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_damageableSystem.SetAllDamage(ent.Owner, damageable, 0);
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_adminLogger.Add(LogType.Healed, $"{ToPrettyString(args.User):user} repaired {ToPrettyString(ent.Owner):target} back to full health");
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}
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var str = Loc.GetString("comp-repairable-repair", ("target", ent.Owner), ("tool", args.Used!));
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_popup.PopupClient(str, ent.Owner, args.User);
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var ev = new RepairedEvent(ent, args.User);
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RaiseLocalEvent(ent.Owner, ref ev);
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}
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private void Repair(Entity<RepairableComponent> ent, ref InteractUsingEvent args)
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{
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if (args.Handled)
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return;
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// Only try repair the target if it is damaged
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if (!TryComp<DamageableComponent>(ent.Owner, out var damageable) || damageable.TotalDamage == 0)
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return;
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float delay = ent.Comp.DoAfterDelay;
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// Add a penalty to how long it takes if the user is repairing itself
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if (args.User == args.Target)
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{
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if (!ent.Comp.AllowSelfRepair)
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return;
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delay *= ent.Comp.SelfRepairPenalty;
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}
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// Run the repairing doafter
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args.Handled = _toolSystem.UseTool(args.Used, args.User, ent.Owner, delay, ent.Comp.QualityNeeded, new RepairFinishedEvent(), ent.Comp.FuelCost);
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}
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}
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/// <summary>
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/// Event raised on an entity when its successfully repaired.
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/// </summary>
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/// <param name="Ent"></param>
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/// <param name="User"></param>
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[ByRefEvent]
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public readonly record struct RepairedEvent(Entity<RepairableComponent> Ent, EntityUid User);
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[Serializable, NetSerializable]
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public sealed partial class RepairFinishedEvent : SimpleDoAfterEvent;
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@@ -1,13 +0,0 @@
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using Content.Shared.DoAfter;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Repairable;
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public abstract partial class SharedRepairableSystem : EntitySystem
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{
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[Serializable, NetSerializable]
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protected sealed partial class RepairFinishedEvent : SimpleDoAfterEvent
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{
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}
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}
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Reference in New Issue
Block a user