* Async Interface * Update Content.Server/GameObjects/Components/Fluids/MopComponent.cs Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Changed the glassbeaker * Update Content.Shared/Interfaces/GameObjects/Components/Interaction/IAfterInteract.cs Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Update Content.Shared/Interfaces/GameObjects/Components/Interaction/IAfterInteract.cs Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Interaction system fix * Removed I from the interface * Changed all implementations of the interface I could find * all public void implementation fixed * All built, no errors should remain * Update Resources/Prototypes/Entities/Objects/Specific/chemistry.yml Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/GameObjects/Components/Portal/TeleporterComponent.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/GameObjects/Components/ActionBlocking/HandcuffComponent.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Commit based off Sloth's commentary * Removed the Rag file from the PR * Reverted sloth's commentary changes on the publcity of the function * Injector component properly implemented interface * Update Content.Server/GameObjects/Components/Fluids/MopComponent.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/GameObjects/Components/Fluids/SprayComponent.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: BlueberryShortcake <rubetskoy234@mail.ru> Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
64 lines
1.8 KiB
C#
64 lines
1.8 KiB
C#
using System.Collections.Generic;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Stack;
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using Content.Shared.Damage;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Shared.Utility;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects.Components.Medical
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{
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[RegisterComponent]
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public class HealingComponent : Component, IAfterInteract
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{
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public override string Name => "Healing";
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public Dictionary<DamageType, int> Heal { get; private set; }
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(this, h => h.Heal, "heal", new Dictionary<DamageType, int>());
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}
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public async Task AfterInteract(AfterInteractEventArgs eventArgs)
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{
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if (eventArgs.Target == null)
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{
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return;
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}
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if (!eventArgs.Target.TryGetComponent(out IDamageableComponent damageable))
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{
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return;
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}
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if (!ActionBlockerSystem.CanInteract(eventArgs.User))
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{
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return;
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}
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if (eventArgs.User != eventArgs.Target &&
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!eventArgs.InRangeUnobstructed(ignoreInsideBlocker: true, popup: true))
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{
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return;
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}
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if (Owner.TryGetComponent(out StackComponent stack) &&
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!stack.Use(1))
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{
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return;
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}
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foreach (var (type, amount) in Heal)
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{
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damageable.ChangeDamage(type, -amount, true);
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}
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}
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}
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}
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