using Content.Server.Charges.Components; using Content.Shared.Charges.Components; using Content.Shared.Charges.Systems; using Content.Shared.Examine; using Robust.Shared.Timing; namespace Content.Server.Charges.Systems; public sealed class ChargesSystem : SharedChargesSystem { [Dependency] private readonly IGameTiming _timing = default!; public override void Update(float frameTime) { base.Update(frameTime); var query = EntityQueryEnumerator(); while (query.MoveNext(out var uid, out var charges, out var recharge)) { if (charges.Charges == charges.MaxCharges || _timing.CurTime < recharge.NextChargeTime) continue; AddCharges(uid, 1, charges); recharge.NextChargeTime = _timing.CurTime + recharge.RechargeDuration; } } protected override void OnExamine(EntityUid uid, LimitedChargesComponent comp, ExaminedEvent args) { base.OnExamine(uid, comp, args); // only show the recharging info if it's not full if (!args.IsInDetailsRange || comp.Charges == comp.MaxCharges || !TryComp(uid, out var recharge)) return; var timeRemaining = Math.Round((recharge.NextChargeTime - _timing.CurTime).TotalSeconds); args.PushMarkup(Loc.GetString("limited-charges-recharging", ("seconds", timeRemaining))); } public override void AddCharges(EntityUid uid, int change, LimitedChargesComponent? comp = null) { if (!Query.Resolve(uid, ref comp, false)) return; var startRecharge = comp.Charges == comp.MaxCharges; base.AddCharges(uid, change, comp); // if a charge was just used from full, start the recharge timer // TODO: probably make this an event instead of having le server system that just does this if (change < 0 && startRecharge && TryComp(uid, out var recharge)) recharge.NextChargeTime = _timing.CurTime + recharge.RechargeDuration; } }