Files
tbd-station-14/Content.Shared/Electrocution/SharedElectrocutionSystem.cs
2022-05-13 17:59:03 +10:00

45 lines
1.6 KiB
C#

using Robust.Shared.GameStates;
namespace Content.Shared.Electrocution
{
public abstract class SharedElectrocutionSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<InsulatedComponent, ElectrocutionAttemptEvent>(OnInsulatedElectrocutionAttempt);
SubscribeLocalEvent<InsulatedComponent, ComponentGetState>(OnInsulatedGetState);
SubscribeLocalEvent<InsulatedComponent, ComponentHandleState>(OnInsulatedHandleState);
}
public void SetInsulatedSiemensCoefficient(EntityUid uid, float siemensCoefficient, InsulatedComponent? insulated = null)
{
if (!Resolve(uid, ref insulated))
return;
insulated.SiemensCoefficient = siemensCoefficient;
insulated.Dirty();
}
private void OnInsulatedElectrocutionAttempt(EntityUid uid, InsulatedComponent insulated, ElectrocutionAttemptEvent args)
{
args.SiemensCoefficient *= insulated.SiemensCoefficient;
}
private void OnInsulatedGetState(EntityUid uid, InsulatedComponent insulated, ref ComponentGetState args)
{
args.State = new InsulatedComponentState(insulated.SiemensCoefficient);
}
private void OnInsulatedHandleState(EntityUid uid, InsulatedComponent insulated, ref ComponentHandleState args)
{
if (args.Current is not InsulatedComponentState state)
return;
insulated.SiemensCoefficient = state.SiemensCoefficient;
}
}
}