* Laws * positronic brain and PAI rewrite * MMI * MMI pt. 2 * borg brain transfer * Roleban support, Borg job (WIP), the end of mind shenaniganry * battery drain, item slot cleanup, alerts * visuals * fix this pt1 * fix this pt2 * Modules, Lingering Stacks, Better borg flashlight * Start on UI, fix battery alerts, expand activation/deactivation, low movement speed on no power. * sprotes * no zombie borgs * oh fuck yeah i love a good relay * charger * fix the tiniest of sprite issues * adjustable names * a functional UI???? * foobar * more modules * this shit for some reason * upstream * genericize selectable borg modules * upstream again * holy fucking shit * i love christ * proper construction * da job * AA borgs * and boom more shit * admin logs * laws redux * ok just do this rq * oh boy that looks like modules * oh shit research * testos passo * so much shit holy fuck * fuckit we SHIP * last minute snags * should've gotten me on a better day
77 lines
2.9 KiB
C#
77 lines
2.9 KiB
C#
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.DoAfter;
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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 Content.Shared.Tools;
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using Content.Shared.Tools.Components;
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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 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 (!EntityManager.TryGetComponent(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?.Total}");
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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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uid.PopupMessage(args.User,
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Loc.GetString("comp-repairable-repair",
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("target", uid),
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("tool", args.Used!)));
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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());
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}
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}
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}
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