Files
tbd-station-14/Content.Server/Charges/Systems/ChargesSystem.cs
deltanedas 02636386b5 item toggling giga rework + full ninja refactor (#28039)
* item toggle refactoring and some new systems

* add ToggleClothing component/system

* unhardcode magboots gravity logic

* make magboots and speedboots use ItemToggle and stuff

* remove now useless clothing components

* update client/server magboots systems

* add note to use ItemToggledEvent in ToggleActionEvent doc

* refactor PowerCellDraw to use ItemToggle for ui open/close control

* add TryUseCharges, refactor charges system

* update magboot trigger code

* make borg use ItemToggle, network SelectedModule instead of now removed Activated

* add AccessToggle for borg

* the giga ninja refactor

* update ninja yml

* update ItemToggle usage for some stuff

* fix activatableui requires power

* random fixing

* yaml fixing

* nuke ItemToggleDisarmMalus

* make defib use ItemToggle

* make things that use power not turn on if missing use charge

* pro

* fix sound prediction

* bruh

* proximity detector use ItemToggle

* oop

* big idiot syndrome

* fix ninja spawn rule and make it generic

* fix ninja spawn rule yml

* move loading profiles into AntagLoadProfileRule

* more ninja refactor

* ninja yml fixes

* the dreaded copy paste ops

* remove useless NinjaRuleComponent and ue AntagSelection for greeting

* fix invisibility

* move IsCompleted to SharedObjectivesSystem

* ability fixes

* oop fix powercell instantly draining itself

* sentient speedboots gaming

* make reflect use ItemToggle

* fix other test

* loadprofilerule moved into its own pr

* remove conflict with dragon refactor

* remove all GenericAntag code from ninja

* )

* probably

* remove old enabled

* great language bravo vince

* GREAT LANGUAGE

* who made this language

* because it stinks

* reparent blood-red magboots to magboots probbbly works

* most of the review stuff

* hasGrav doesnt mean what i thought it did

* make health analyzer use itemtoggle, not fail test

* fix mag/speed boots being wacky

* UNTROLL

* add ItemToggle to the random health analyzers

* a

* remove unused obsolete borg func

* untrolling

* :trollface:

* fix test

* fix

* g

* untroll

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
2024-07-11 15:55:56 +10:00

54 lines
2.0 KiB
C#

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<LimitedChargesComponent, AutoRechargeComponent>();
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<AutoRechargeComponent>(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<AutoRechargeComponent>(uid, out var recharge))
recharge.NextChargeTime = _timing.CurTime + recharge.RechargeDuration;
}
}