Files
tbd-station-14/Content.Server/Repairable/RepairableSystem.cs
Leon Friedrich df584ad446 ECS damageable (#4529)
* ECS and damage Data

* Comments and newlines

* Added Comments

* Make TryChangeDamageEvent immutable

* Remove SetAllDamage event

Use public SetAllDamage function instead

* Undo destructible mistakes

That was some shit code.

* Rename DamageData to DamageSpecifier

And misc small edits

misc

* Cache trigger prototypes.

* Renaming destructible classes & functions

* Revert "Cache trigger prototypes."

This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586.

* Replace prototypes with prototype IDs.

* Split damage.yml into individual files

* move get/handle component state to system

* Update HealthChange doc

* Make godmode call Dirty() on damageable component

* Add Initialize() to fix damage test

* Make non-static

* uncache resistance set prototype and trim DamageableComponentState

* Remove unnecessary Dirty() calls during initialization

* RemoveTryChangeDamageEvent

* revert Dirty()

* Fix MobState relying on DamageableComponent.Dirty()

* Fix DisposalUnit Tests.

These were previously failing, but because the async was not await-ed, this never raised the exception.

After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing

* Disposal test 2: electric boogaloo

* Fix typos/mistakes

also add comments and fix spacing.

* Use Uids instead of IEntity

* fix merge

* Comments, a merge issue, and making some damage ignore resistances

* Extend DamageSpecifier and use it for DamageableComponent

* fix master merge

* Fix Disposal unit test. Again.

Snapgrids were removed in master

* Execute Exectute
2021-09-14 10:07:37 -07:00

47 lines
1.6 KiB
C#

using Content.Server.Tools.Components;
using Content.Shared.Damage;
using Content.Shared.Interaction;
using Content.Shared.Notification.Managers;
using Content.Shared.Tool;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
namespace Content.Server.Repairable
{
public class ReairableSystem : EntitySystem
{
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
public override void Initialize()
{
SubscribeLocalEvent<RepairableComponent, InteractUsingEvent>(Repair);
}
public async void Repair(EntityUid uid, RepairableComponent component, InteractUsingEvent args)
{
// Only repair if you are using a lit welder
if (!args.Used.TryGetComponent(out WelderComponent? welder) || !welder.WelderLit)
return;
// Only try repair the target if it is damaged
if (!component.Owner.TryGetComponent(out DamageableComponent? damageable) || damageable.TotalDamage == 0)
return;
// Can the welder actually repair this, does it have enough fuel?
if (!await welder.UseTool(args.User, component.Owner, component.DoAfterDelay, ToolQuality.Welding, component.FuelCost))
return;
// Repair all damage
_damageableSystem.SetAllDamage(damageable, 0);
component.Owner.PopupMessage(args.User,
Loc.GetString("comp-repairable-repair",
("target", component.Owner),
("welder", args.Used)));
args.Handled = true;
}
}
}