# Conflicts: # Content.Server/GameObjects/Components/Body/Part/BodyPartComponent.cs # Content.Server/GameObjects/Components/Botany/PlantHolderComponent.cs # Content.Server/GameObjects/Components/Chemistry/PillComponent.cs # Content.Server/GameObjects/Components/Interactable/TilePryingComponent.cs # Content.Server/GameObjects/Components/Items/FloorTileItemComponent.cs # Content.Server/GameObjects/Components/Items/RCD/RCDAmmoComponent.cs # Content.Server/GameObjects/Components/Items/RCD/RCDComponent.cs # Content.Server/GameObjects/Components/Medical/HealingComponent.cs # Content.Server/GameObjects/Components/Power/WirePlacerComponent.cs # Content.Shared/Chemistry/Solution.cs
67 lines
1.9 KiB
C#
67 lines
1.9 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.GameObjects.EntitySystems.ActionBlocker;
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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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async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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{
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if (eventArgs.Target == null)
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{
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return false;
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}
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if (!eventArgs.Target.TryGetComponent(out IDamageableComponent damageable))
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{
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return true;
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}
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if (!ActionBlockerSystem.CanInteract(eventArgs.User))
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{
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return true;
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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 true;
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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 true;
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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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return true;
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}
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}
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}
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