using Content.Server.Administration.Logs; using Content.Server.Tools; using Content.Server.Tools.Components; using Content.Shared.Administration.Logs; using Content.Shared.Damage; using Content.Shared.Database; using Content.Shared.Interaction; using Content.Shared.Popups; using Content.Shared.Tools.Components; using Robust.Shared.GameObjects; using Robust.Shared.IoC; using Robust.Shared.Localization; namespace Content.Server.Repairable { public class RepairableSystem : EntitySystem { [Dependency] private readonly ToolSystem _toolSystem = default!; [Dependency] private readonly DamageableSystem _damageableSystem = default!; [Dependency] private readonly AdminLogSystem _logSystem = default!; public override void Initialize() { SubscribeLocalEvent(Repair); } public async void Repair(EntityUid uid, RepairableComponent component, InteractUsingEvent args) { // Only try repair the target if it is damaged if (!EntityManager.TryGetComponent(component.Owner, out DamageableComponent? damageable) || damageable.TotalDamage == 0) return; // Can the tool actually repair this, does it have enough fuel? if (!await _toolSystem.UseTool(args.Used, args.User, uid, component.FuelCost, component.DoAfterDelay, component.QualityNeeded)) return; // Repair all damage _damageableSystem.SetAllDamage(damageable, 0); _logSystem.Add(LogType.Healed, $"{ToPrettyString(args.User):user} repaired ${ToPrettyString(uid):target} back to full health"); component.Owner.PopupMessage(args.User, Loc.GetString("comp-repairable-repair", ("target", component.Owner), ("tool", args.Used))); args.Handled = true; } } }