Remove IInteractHand (#7601)

* Plantholder

* Strap

* Finish him

* Mirror review stuff
This commit is contained in:
Rane
2022-04-22 23:49:45 -04:00
committed by GitHub
parent e5bc79a713
commit c022afaec4
8 changed files with 71 additions and 112 deletions

View File

@@ -1,66 +1,34 @@
using System;
using Content.Server.Power.Components;
using Content.Shared.Interaction;
using Content.Shared.Popups;
using Content.Shared.Radiation;
using Content.Shared.Singularity.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Timing;
using Robust.Shared.ViewVariables;
namespace Content.Server.Singularity.Components
{
[RegisterComponent]
public sealed class RadiationCollectorComponent : Component, IInteractHand, IRadiationAct
public sealed class RadiationCollectorComponent : Component, IRadiationAct
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IEntityManager _entMan = default!;
private bool _enabled;
private TimeSpan _coolDownEnd;
public bool Enabled;
public TimeSpan CoolDownEnd;
[ViewVariables(VVAccess.ReadWrite)]
public bool Collecting {
get => _enabled;
get => Enabled;
set
{
if (_enabled == value) return;
_enabled = value;
SetAppearance(_enabled ? RadiationCollectorVisualState.Activating : RadiationCollectorVisualState.Deactivating);
if (Enabled == value) return;
Enabled = value;
SetAppearance(Enabled ? RadiationCollectorVisualState.Activating : RadiationCollectorVisualState.Deactivating);
}
}
[ViewVariables(VVAccess.ReadWrite)]
public float ChargeModifier = 30000f;
bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
{
var curTime = _gameTiming.CurTime;
if(curTime < _coolDownEnd)
return true;
if (!_enabled)
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("radiation-collector-component-use-on"));
Collecting = true;
}
else
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("radiation-collector-component-use-off"));
Collecting = false;
}
_coolDownEnd = curTime + TimeSpan.FromSeconds(0.81f);
return true;
}
void IRadiationAct.RadiationAct(float frameTime, SharedRadiationPulseComponent radiation)
{
if (!_enabled) return;
if (!Enabled) return;
// No idea if this is even vaguely accurate to the previous logic.
// The maths is copied from that logic even though it works differently.
@@ -73,7 +41,7 @@ namespace Content.Server.Singularity.Components
}
}
private void SetAppearance(RadiationCollectorVisualState state)
public void SetAppearance(RadiationCollectorVisualState state)
{
if (IoCManager.Resolve<IEntityManager>().TryGetComponent<AppearanceComponent?>(Owner, out var appearance))
{