48 lines
1.9 KiB
C#
48 lines
1.9 KiB
C#
using Content.Shared.Inventory;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Electrocution
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{
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public abstract class SharedElectrocutionSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<InsulatedComponent, ElectrocutionAttemptEvent>(OnInsulatedElectrocutionAttempt);
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// as long as legally distinct electric-mice are never added, this should be fine (otherwise a mouse-hat will transfer it's power to the wearer).
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SubscribeLocalEvent<InsulatedComponent, InventoryRelayedEvent<ElectrocutionAttemptEvent>>((e, c, ev) => OnInsulatedElectrocutionAttempt(e, c, ev.Args));
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SubscribeLocalEvent<InsulatedComponent, ComponentGetState>(OnInsulatedGetState);
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SubscribeLocalEvent<InsulatedComponent, ComponentHandleState>(OnInsulatedHandleState);
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}
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public void SetInsulatedSiemensCoefficient(EntityUid uid, float siemensCoefficient, InsulatedComponent? insulated = null)
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{
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if (!Resolve(uid, ref insulated))
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return;
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insulated.SiemensCoefficient = siemensCoefficient;
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insulated.Dirty();
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}
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private void OnInsulatedElectrocutionAttempt(EntityUid uid, InsulatedComponent insulated, ElectrocutionAttemptEvent args)
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{
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args.SiemensCoefficient *= insulated.SiemensCoefficient;
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}
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private void OnInsulatedGetState(EntityUid uid, InsulatedComponent insulated, ref ComponentGetState args)
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{
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args.State = new InsulatedComponentState(insulated.SiemensCoefficient);
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}
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private void OnInsulatedHandleState(EntityUid uid, InsulatedComponent insulated, ref ComponentHandleState args)
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{
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if (args.Current is not InsulatedComponentState state)
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return;
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insulated.SiemensCoefficient = state.SiemensCoefficient;
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}
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}
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}
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