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