Files
tbd-station-14/Content.Server/Singularity/EntitySystems/RadiationCollectorSystem.cs
Alex Evgrashin 4aa45dc695 Remove IRadiationAct (#7757)
* Move radiation collector to ECS

* Damagable system

* Remove IRadiationAct

* Add small helper field

* Update Content.Server/Radiation/Systems/RadiationSystem.cs

Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>

* Delete comment

* Fixed total rads

Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
2022-04-28 22:36:25 +10:00

85 lines
3.4 KiB
C#

using Content.Server.Singularity.Components;
using Content.Shared.Interaction;
using Content.Shared.Singularity.Components;
using Content.Server.Popups;
using Content.Server.Power.Components;
using Content.Shared.Radiation.Events;
using Robust.Shared.Timing;
using Robust.Shared.Player;
namespace Content.Server.Singularity.EntitySystems
{
public sealed class RadiationCollectorSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RadiationCollectorComponent, InteractHandEvent>(OnInteractHand);
SubscribeLocalEvent<RadiationCollectorComponent, OnIrradiatedEvent>(OnRadiation);
}
private void OnInteractHand(EntityUid uid, RadiationCollectorComponent component, InteractHandEvent args)
{
var curTime = _gameTiming.CurTime;
if(curTime < component.CoolDownEnd)
return;
ToggleCollector(uid, args.User, component);
component.CoolDownEnd = curTime + component.Cooldown;
}
private void OnRadiation(EntityUid uid, RadiationCollectorComponent component, OnIrradiatedEvent args)
{
if (!component.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.
// But the previous logic would also make the radiation collectors never ever stop providing energy.
// And since frameTime was used there, I'm assuming that this is what the intent was.
// This still won't stop things being potentially hilariously unbalanced though.
if (TryComp<BatteryComponent>(uid, out var batteryComponent))
{
var charge = args.TotalRads * component.ChargeModifier;
batteryComponent.CurrentCharge += charge;
}
}
public void ToggleCollector(EntityUid uid, EntityUid? user = null, RadiationCollectorComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
SetCollectorEnabled(uid, !component.Enabled, user, component);
}
public void SetCollectorEnabled(EntityUid uid, bool enabled, EntityUid? user = null, RadiationCollectorComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
component.Enabled = enabled;
// Show message to the player
if (user != null)
{
var msg = component.Enabled ? "radiation-collector-component-use-on" : "radiation-collector-component-use-off";
_popupSystem.PopupEntity(Loc.GetString(msg), uid, Filter.Pvs(user.Value));
}
// Update appearance
UpdateAppearance(uid, component);
}
private void UpdateAppearance(EntityUid uid, RadiationCollectorComponent? component, AppearanceComponent? appearance = null)
{
if (!Resolve(uid, ref component, ref appearance))
return;
var state = component.Enabled ? RadiationCollectorVisualState.Active : RadiationCollectorVisualState.Deactive;
appearance.SetData(RadiationCollectorVisuals.VisualState, state);
}
}
}