Files
tbd-station-14/Content.Server/GameObjects/Components/Interactable/Tools/WelderComponent.cs
Pieter-Jan Briers 61a1e769d7 Sprite refactor (#63)
* Sprite refactor compatibility.

* Sprite-level rotation.

* Dude it works.

Welder now has an unshaded flame toggle!

Door component no longer on client!

* Remove debug text.

* Update.
2018-05-08 01:20:15 -05:00

143 lines
3.6 KiB
C#

using System;
using SS14.Shared.Interfaces.GameObjects;
using SS14.Shared.Utility;
using YamlDotNet.RepresentationModel;
using SS14.Server.GameObjects;
namespace Content.Server.GameObjects.Components.Interactable.Tools
{
/// <summary>
/// Tool used to weld metal together, light things on fire, or melt into constituent parts
/// </summary>
class WelderComponent : ToolComponent, EntitySystems.IUse
{
SpriteComponent spriteComponent;
public override string Name => "Welder";
/// <summary>
/// Maximum fuel capacity the welder can hold
/// </summary>
public float FuelCapacity { get; set; } = 50;
/// <summary>
/// Fuel the welder has to do tasks
/// </summary>
public float Fuel { get; set; } = 0;
/// <summary>
/// Default Cost of using the welder fuel for an action
/// </summary>
public const float DefaultFuelCost = 5;
/// <summary>
/// Rate at which we expunge fuel from ourselves when activated
/// </summary>
public const float FuelLossRate = 0.2f;
/// <summary>
/// Status of welder, whether it is ignited
/// </summary>
public bool Activated { get; private set; } = false;
//private string OnSprite { get; set; }
//private string OffSprite { get; set; }
public override void Initialize()
{
base.Initialize();
spriteComponent = Owner.GetComponent<SpriteComponent>();
}
public override void LoadParameters(YamlMappingNode mapping)
{
base.LoadParameters(mapping);
if (mapping.TryGetNode("Capacity", out YamlNode node))
{
FuelCapacity = node.AsFloat();
}
//if (mapping.TryGetNode("On", out node))
//{
// OnSprite = node.AsString();
//}
//if (mapping.TryGetNode("Off", out node))
//{
// OffSprite = node.AsString();
//}
if (mapping.TryGetNode("Fuel", out node))
{
Fuel = node.AsFloat();
}
else
{
Fuel = FuelCapacity;
}
}
public override void Update(float frameTime)
{
if (!Activated)
{
return;
}
Fuel = Math.Max(Fuel - (FuelLossRate * frameTime), 0);
if (Fuel == 0)
{
ToggleStatus();
}
}
public bool CanUse(float value)
{
return Fuel > value;
}
public override bool CanUse()
{
return CanUse(DefaultFuelCost);
}
public bool CanActivate()
{
return Fuel > 0;
}
public bool UseEntity(IEntity user)
{
return ToggleStatus();
}
/// <summary>
/// Deactivates welding tool if active, activates welding tool if possible
/// </summary>
/// <returns></returns>
public bool ToggleStatus()
{
if (Activated)
{
Activated = false;
// Layer 1 is the flame.
spriteComponent.LayerSetVisible(1, false);
return true;
}
else if (CanActivate())
{
Activated = true;
spriteComponent.LayerSetVisible(1, true);
return true;
}
else
{
return false;
}
}
}
}