47 lines
1.6 KiB
C#
47 lines
1.6 KiB
C#
using Content.Server.Tools.Components;
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using Content.Shared.Damage;
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using Content.Shared.Interaction;
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using Content.Shared.Popups;
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using Content.Shared.Tool;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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namespace Content.Server.Repairable
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{
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public class ReairableSystem : EntitySystem
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{
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<RepairableComponent, InteractUsingEvent>(Repair);
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}
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public async void Repair(EntityUid uid, RepairableComponent component, InteractUsingEvent args)
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{
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// Only repair if you are using a lit welder
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if (!args.Used.TryGetComponent(out WelderComponent? welder) || !welder.WelderLit)
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return;
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// Only try repair the target if it is damaged
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if (!component.Owner.TryGetComponent(out DamageableComponent? damageable) || damageable.TotalDamage == 0)
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return;
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// Can the welder actually repair this, does it have enough fuel?
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if (!await welder.UseTool(args.User, component.Owner, component.DoAfterDelay, ToolQuality.Welding, component.FuelCost))
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return;
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// Repair all damage
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_damageableSystem.SetAllDamage(damageable, 0);
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component.Owner.PopupMessage(args.User,
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Loc.GetString("comp-repairable-repair",
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("target", component.Owner),
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("welder", args.Used)));
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args.Handled = true;
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}
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}
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}
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