* Initial radial menu prototyping for the RCD * Radial UI buttons can send messages to the server * Beginning to update RCDSystem * RCD building system in progress * Further updates * Added extra effects, RCDSystem now reads RCD prototype data * Replacing tiles is instant, multiple constructions are allowed, deconstruction is broken * Added extra functionality to RadialContainers plus documentation * Fixed localization of RCD UI strings * Menu opens near cursor, added basic RCD * Avoiding merge conflict * Implemented atomized construction / deconstruction rules * Increased RCD ammo base charges * Moved input context definition to content * Removed obsoleted code * Updates to system * Switch machine and computer frames for electrical cabling * Added construction ghosts * Fixed issue with keybind detection code * Fixed RCD construction ghost mispredications * Code clean up * Updated deconstruction effects * RCDs effects don't rotate * Code clean up * Balancing for ammo counts * Code clean up * Added missing localized strings * More clean up * Made directional window handling more robust * Added documentation to radial menus and made them no longer dependent on Content * Made radial containers more robust * Further robustness to the radial menu * The RCD submenu buttons are only shown when the destination layer has at least one children * Expanded upon deconstructing plus construction balance * Fixed line endings * Updated list of RCD deconstructable entities. Now needs a component to deconstruct instead of a tag * Bug fixes * Revert unnecessary change * Updated RCD strings * Fixed bug * More fixes * Deconstructed tiles/subflooring convert to lattice instead * Fixed failed tests (Linux doesn't like invalid spritespecifer paths) * Fixing merge conflict * Updated airlock assembly * Fixing merge conflict * Fixing merge conflict * More fixing... * Removed erroneous project file change * Fixed string handling issue * Trying to fix merge conflict * Still fixing merge conflicts * Balancing * Hidden RCD construction ghosts when in 'build' mode * Fixing merge conflict * Implemented requested changes (Part 1) * Added more requested changes * Fix for failed test. Removed sussy null suppression * Made requested changes - custom construction ghost system was replaced * Fixing merge conflict * Fixed merge conflict * Fixed bug in RCD construction ghost validation * Fixing merge conflict * Merge conflict fixed * Made required update * Removed lingering RCD deconstruct tag * Fixing merge conflict * Merge conflict fixed * Made requested changes * Bug fixes and balancing * Made string names more consistent * Can no longer stack catwalks
87 lines
3.0 KiB
C#
87 lines
3.0 KiB
C#
using Content.Shared.Charges.Components;
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using Content.Shared.Examine;
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namespace Content.Shared.Charges.Systems;
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public abstract class SharedChargesSystem : 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<LimitedChargesComponent, ExaminedEvent>(OnExamine);
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}
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protected virtual void OnExamine(EntityUid uid, LimitedChargesComponent comp, ExaminedEvent args)
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{
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if (!args.IsInDetailsRange)
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return;
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using (args.PushGroup(nameof(LimitedChargesComponent)))
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{
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args.PushMarkup(Loc.GetString("limited-charges-charges-remaining", ("charges", comp.Charges)));
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if (comp.Charges == comp.MaxCharges)
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{
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args.PushMarkup(Loc.GetString("limited-charges-max-charges"));
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}
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}
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}
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/// <summary>
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/// Tries to add a number of charges. If it over or underflows it will be clamped, wasting the extra charges.
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/// </summary>
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public void AddCharges(EntityUid uid, int change, LimitedChargesComponent? comp = null)
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{
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if (!Resolve(uid, ref comp, false))
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return;
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var old = comp.Charges;
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comp.Charges = Math.Clamp(comp.Charges + change, 0, comp.MaxCharges);
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if (comp.Charges != old)
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Dirty(uid, comp);
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}
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/// <summary>
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/// Gets the limited charges component and returns true if there are no charges. Will return false if there is no limited charges component.
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/// </summary>
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public bool IsEmpty(EntityUid uid, LimitedChargesComponent? comp = null)
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{
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// can't be empty if there are no limited charges
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if (!Resolve(uid, ref comp, false))
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return false;
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return comp.Charges <= 0;
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}
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/// <summary>
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/// Uses a single charge. Must check IsEmpty beforehand to prevent using with 0 charge.
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/// </summary>
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public virtual void UseCharge(EntityUid uid, LimitedChargesComponent? comp = null)
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{
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if (Resolve(uid, ref comp, false))
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AddCharges(uid, -1, comp);
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}
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/// <summary>
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/// Gets the limited charges component and returns true if the number of charges remaining is less than the specified value.
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/// Will return false if there is no limited charges component.
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/// </summary>
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public bool HasInsufficientCharges(EntityUid uid, int requiredCharges, LimitedChargesComponent? comp = null)
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{
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// can't be empty if there are no limited charges
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if (!Resolve(uid, ref comp, false))
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return false;
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return comp.Charges < requiredCharges;
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}
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/// <summary>
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/// Uses up a specified number of charges. Must check HasInsufficentCharges beforehand to prevent using with insufficient remaining charges.
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/// </summary>
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public virtual void UseCharges(EntityUid uid, int chargesUsed, LimitedChargesComponent? comp = null)
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{
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if (Resolve(uid, ref comp, false))
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AddCharges(uid, -chargesUsed, comp);
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}
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}
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