* Early commit * Early commit 2 * merging master broke my git * does anyone even read these * life is fleeting * it just works * this time passing integration tests * Remove hashset yaml serialization for now * You got a license for those nullables? * No examine, no context menu, part and mechanism parenting and visibility * Fix wrong brain sprite state * Removing layers was a mistake * just tear body system a new one and see if it still breathes * Remove redundant code * Add that comment back * Separate damage and body, component states, stomach rework * Add containers for body parts * Bring layers back pls * Fix parts magically changing color * Reimplement sprite layer visibility * Fix tests * Add leg test * Active legs is gone Crab rave * Merge fixes, rename DamageState to CurrentState * Remove IShowContextMenu and ICanExamine
63 lines
1.8 KiB
C#
63 lines
1.8 KiB
C#
using System.Collections.Generic;
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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 void 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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