* Using wrench on AME doesn't first try to put it in. * Refactor AME to use ItemSlot for fuel. * Apparently these names want to match.
42 lines
1.4 KiB
C#
42 lines
1.4 KiB
C#
using Content.Server.Ame.Components;
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using Content.Shared.Ame.Components;
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using Robust.Server.GameObjects;
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namespace Content.Server.Ame.EntitySystems;
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public sealed class AmeShieldingSystem : EntitySystem
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{
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[Dependency] private readonly AppearanceSystem _appearanceSystem = default!;
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[Dependency] private readonly PointLightSystem _pointLightSystem = default!;
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public void SetCore(EntityUid uid, bool value, AmeShieldComponent? shield = null)
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{
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if (!Resolve(uid, ref shield))
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return;
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if (value == shield.IsCore)
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return;
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shield.IsCore = value;
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_appearanceSystem.SetData(uid, AmeShieldVisuals.Core, value);
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if (!value)
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UpdateCoreVisuals(uid, 0, false, shield);
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}
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public void UpdateCoreVisuals(EntityUid uid, int injectionStrength, bool injecting, AmeShieldComponent? shield = null)
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{
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if (!Resolve(uid, ref shield))
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return;
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if (!injecting)
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{
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_appearanceSystem.SetData(uid, AmeShieldVisuals.CoreState, AmeCoreState.Off);
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_pointLightSystem.SetEnabled(uid, false);
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return;
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}
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_pointLightSystem.SetRadius(uid, Math.Clamp(injectionStrength, 1, 12));
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_pointLightSystem.SetEnabled(uid, true);
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_appearanceSystem.SetData(uid, AmeShieldVisuals.CoreState, injectionStrength > 2 ? AmeCoreState.Strong : AmeCoreState.Weak);
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}
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}
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