Add WelderComponent back
This commit is contained in:
@@ -145,7 +145,7 @@ namespace Content.Server.GameObjects.Components.Construction
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if (!slapped.TryGetComponent<ToolComponent>(out var tool))
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return false;
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if (toolStep.Tool != tool.Behavior) return false;
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if (toolStep.Tool == Tool.Welder && !tool.TryWeld(toolStep.Amount)) return false;
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if (toolStep.Tool == Tool.Welder && !((WelderComponent)tool).TryWeld(toolStep.Amount)) return false;
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tool.PlayUseSound();
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return true;
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@@ -1,5 +1,5 @@
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using Content.Server.GameObjects.Components.Damage;
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using Content.Server.GameObjects.Components.Interactable.Tools;
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using Content.Server.GameObjects.Components.Interactable;
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using Content.Server.GameObjects.Components.Power;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces;
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@@ -19,7 +19,7 @@ using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects.Components.Gravity
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{
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[RegisterComponent]
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public class GravityGeneratorComponent: SharedGravityGeneratorComponent, IAttackBy, IBreakAct, IAttackHand
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public class GravityGeneratorComponent: SharedGravityGeneratorComponent, IWelderAct, IBreakAct, IAttackHand
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{
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private BoundUserInterface _userInterface;
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@@ -98,29 +98,25 @@ namespace Content.Server.GameObjects.Components.Gravity
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return true;
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}
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public bool AttackBy(AttackByEventArgs eventArgs)
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public bool WelderAct(WelderActEventArgs eventArgs)
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{
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if (!eventArgs.AttackWith.TryGetComponent<WelderComponent>(out var welder)) return false;
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if (welder.TryUse(5.0f))
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{
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// Repair generator
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var damagable = Owner.GetComponent<DamageableComponent>();
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var breakable = Owner.GetComponent<BreakableComponent>();
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damagable.HealAllDamage();
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breakable.broken = false;
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_intact = true;
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var welder = (WelderComponent)eventArgs.ToolComponent;
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if (!welder.TryWeld(5.0f)) return false;
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// Repair generator
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var damageable = Owner.GetComponent<DamageableComponent>();
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var breakable = Owner.GetComponent<BreakableComponent>();
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damageable.HealAllDamage();
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breakable.broken = false;
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_intact = true;
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var entitySystemManager = IoCManager.Resolve<IEntitySystemManager>();
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var notifyManager = IoCManager.Resolve<IServerNotifyManager>();
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var entitySystemManager = IoCManager.Resolve<IEntitySystemManager>();
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var notifyManager = IoCManager.Resolve<IServerNotifyManager>();
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entitySystemManager.GetEntitySystem<AudioSystem>().Play("/Audio/items/welder2.ogg", Owner);
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notifyManager.PopupMessage(Owner, eventArgs.User, Loc.GetString("You repair the gravity generator with the welder"));
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entitySystemManager.GetEntitySystem<AudioSystem>().Play("/Audio/items/welder2.ogg", Owner);
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notifyManager.PopupMessage(Owner, eventArgs.User, Loc.GetString("You repair the gravity generator with the welder"));
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return true;
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return true;
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} else
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{
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return false;
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}
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}
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public void OnBreak(BreakageEventArgs eventArgs)
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@@ -32,16 +32,6 @@ namespace Content.Server.GameObjects.Components.Interactable
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[RegisterComponent]
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public class ToolComponent : SharedToolComponent, IExamine, IAfterAttack, IUse, IAttack
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{
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/// <summary>
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/// Default Cost of using the welder fuel for an action
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/// </summary>
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public const float DefaultFuelCost = 10;
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/// <summary>
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/// Rate at which we expunge fuel from ourselves when activated
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/// </summary>
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public const float FuelLossRate = 0.5f;
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#pragma warning disable 649
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[Dependency] private IEntitySystemManager _entitySystemManager;
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[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager;
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@@ -52,16 +42,12 @@ namespace Content.Server.GameObjects.Components.Interactable
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private AudioSystem _audioSystem;
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private InteractionSystem _interactionSystem;
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private ToolSystem _toolSystem;
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private SolutionComponent _solutionComponent;
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private SpriteComponent _spriteComponent;
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private Tool _behavior = Tool.Wrench;
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private float _speedModifier = 1;
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private bool _welderLit = false;
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protected Tool _behavior = Tool.Wrench;
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private string _useSound;
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private string _useSoundCollection;
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private float _speedModifier = 1;
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[ViewVariables]
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public override Tool Behavior
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@@ -74,12 +60,6 @@ namespace Content.Server.GameObjects.Components.Interactable
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}
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}
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[ViewVariables]
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public float Fuel => _solutionComponent?.Solution.GetReagentQuantity("chem.WeldingFuel").Float() ?? 0f;
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[ViewVariables]
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public float FuelCapacity => _solutionComponent?.MaxVolume.Float() ?? 0f;
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/// <summary>
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/// For tool interactions that have a delay before action this will modify the rate, time to wait is divided by this value
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/// </summary>
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@@ -90,20 +70,6 @@ namespace Content.Server.GameObjects.Components.Interactable
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set => _speedModifier = value;
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}
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/// <summary>
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/// Status of welder, whether it is ignited
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/// </summary>
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[ViewVariables]
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public bool WelderLit
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{
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get => _welderLit;
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private set
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{
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_welderLit = value;
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Dirty();
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}
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}
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public string UseSound
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{
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get => _useSound;
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@@ -122,9 +88,6 @@ namespace Content.Server.GameObjects.Components.Interactable
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_audioSystem = _entitySystemManager.GetEntitySystem<AudioSystem>();
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_interactionSystem = _entitySystemManager.GetEntitySystem<InteractionSystem>();
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_toolSystem = _entitySystemManager.GetEntitySystem<ToolSystem>();
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Owner.TryGetComponent(out _solutionComponent);
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Owner.TryGetComponent(out _spriteComponent);
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}
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@@ -132,8 +95,17 @@ namespace Content.Server.GameObjects.Components.Interactable
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{
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base.ExposeData(serializer);
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if(serializer.Reading)
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_behavior = (Tool)serializer.ReadStringEnumKey("behavior");
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if (serializer.Reading)
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{
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try
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{
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_behavior = (Tool)serializer.ReadStringEnumKey("behavior");
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}
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catch
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{
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// ignored
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}
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}
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serializer.DataField(ref _speedModifier, "speed", 1);
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serializer.DataField(ref _useSound, "useSound", string.Empty);
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serializer.DataField(ref _useSoundCollection, "useSoundCollection", string.Empty);
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@@ -142,74 +114,12 @@ namespace Content.Server.GameObjects.Components.Interactable
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/// <summary>
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/// Status modifier which determines whether or not we can act as a tool at this time
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/// </summary>
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public bool CanUse()
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public virtual bool CanUse()
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{
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return _behavior != Tool.Welder || CanWeld(DefaultFuelCost);
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}
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public bool TryWeld(float value)
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{
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if (!WelderLit || !CanWeld(value) || _solutionComponent == null)
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{
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return false;
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}
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return _solutionComponent.TryRemoveReagent("chem.WeldingFuel", ReagentUnit.New(value));
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}
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public bool CanWeld(float value)
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{
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return Fuel > value || Behavior != Tool.Welder;
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}
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public bool CanLitWelder()
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{
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return Fuel > 0 || Behavior != Tool.Welder;
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}
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/// <summary>
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/// Deactivates welding tool if active, activates welding tool if possible
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/// </summary>
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/// <returns></returns>
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public bool ToggleWelderStatus()
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{
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if (WelderLit)
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{
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WelderLit = false;
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// Layer 1 is the flame.
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_spriteComponent.LayerSetVisible(1, false);
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PlaySoundCollection("WelderOff", -5);
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_toolSystem.Unsubscribe(this);
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return true;
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}
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if (!CanLitWelder()) return false;
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WelderLit = true;
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_spriteComponent.LayerSetVisible(1, true);
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PlaySoundCollection("WelderOn", -5);
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_toolSystem.Subscribe(this);
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return true;
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}
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public void OnUpdate(float frameTime)
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{
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if (Behavior != Tool.Welder || !WelderLit)
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{
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return;
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}
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_solutionComponent.TryRemoveReagent("chem.WeldingFuel", ReagentUnit.New(FuelLossRate * frameTime));
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if (Fuel == 0)
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{
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ToggleWelderStatus();
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}
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Dirty();
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}
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private void PlaySoundCollection(string name, float volume=-5f)
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protected void PlaySoundCollection(string name, float volume=-5f)
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{
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var soundCollection = _prototypeManager.Index<SoundCollectionPrototype>(name);
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var file = _robustRandom.Pick(soundCollection.PickFiles);
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@@ -227,7 +137,7 @@ namespace Content.Server.GameObjects.Components.Interactable
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public override ComponentState GetComponentState()
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{
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return Behavior == Tool.Welder ? new ToolComponentState(FuelCapacity, Fuel, WelderLit) : new ToolComponentState(Behavior);
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return new ToolComponentState(Behavior);
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}
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public void AfterAttack(AfterAttackEventArgs eventArgs)
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@@ -256,42 +166,17 @@ namespace Content.Server.GameObjects.Components.Interactable
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tileItem.Transform.WorldPosition += (0.2f, 0.2f);
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}
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public bool UseEntity(UseEntityEventArgs eventArgs)
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public virtual bool UseEntity(UseEntityEventArgs eventArgs)
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{
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Logger.Info(Behavior.ToString());
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switch (Behavior)
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{
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case Tool.Welder:
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return ToggleWelderStatus();
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}
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return false;
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}
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public void Examine(FormattedMessage message)
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public virtual void Examine(FormattedMessage message)
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{
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switch (Behavior)
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{
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case Tool.Welder:
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if (WelderLit)
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{
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message.AddMarkup(Loc.GetString("[color=orange]Lit[/color]\n"));
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}
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else
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{
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message.AddText(Loc.GetString("Not lit\n"));
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}
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message.AddMarkup(Loc.GetString("Fuel: [color={0}]{1}/{2}[/color].",
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Fuel < FuelCapacity / 4f ? "darkorange" : "orange", Math.Round(Fuel), FuelCapacity));
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break;
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}
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}
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public void Attack(AttackEventArgs eventArgs)
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public virtual void Attack(AttackEventArgs eventArgs)
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{
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}
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}
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}
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@@ -0,0 +1,173 @@
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using System;
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using Content.Server.GameObjects.Components.Chemistry;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.Chemistry;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.Interactable;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Interactable
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{
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[RegisterComponent]
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[ComponentReference(typeof(ToolComponent))]
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public class WelderComponent : ToolComponent
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{
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#pragma warning disable 649
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[Dependency] private IEntitySystemManager _entitySystemManager;
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[Dependency] private readonly IRobustRandom _robustRandom;
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#pragma warning restore 649
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public override string Name => "Welder";
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public override uint? NetID => ContentNetIDs.WELDER;
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/// <summary>
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/// Default Cost of using the welder fuel for an action
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/// </summary>
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public const float DefaultFuelCost = 10;
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/// <summary>
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/// Rate at which we expunge fuel from ourselves when activated
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/// </summary>
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public const float FuelLossRate = 0.5f;
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private bool _welderLit = false;
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private WelderSystem _welderSystem;
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private SpriteComponent _spriteComponent;
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private SolutionComponent _solutionComponent;
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[ViewVariables]
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public float Fuel => _solutionComponent?.Solution.GetReagentQuantity("chem.WeldingFuel").Float() ?? 0f;
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[ViewVariables]
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public float FuelCapacity => _solutionComponent?.MaxVolume.Float() ?? 0f;
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/// <summary>
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/// Status of welder, whether it is ignited
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/// </summary>
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[ViewVariables]
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public bool WelderLit
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{
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get => _welderLit;
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private set
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{
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_welderLit = value;
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Dirty();
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}
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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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_behavior = Tool.Welder;
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_welderSystem = _entitySystemManager.GetEntitySystem<WelderSystem>();
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Owner.TryGetComponent(out _solutionComponent);
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Owner.TryGetComponent(out _spriteComponent);
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}
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public override ComponentState GetComponentState()
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{
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return new WelderComponentState(FuelCapacity, Fuel, WelderLit);
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}
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/// <summary>
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/// Status modifier which determines whether or not we can act as a tool at this time
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/// </summary>
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public override bool CanUse()
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{
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return CanWeld(DefaultFuelCost);
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}
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public bool TryWeld(float value)
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{
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if (!WelderLit || !CanWeld(value) || _solutionComponent == null)
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{
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return false;
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}
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return _solutionComponent.TryRemoveReagent("chem.WeldingFuel", ReagentUnit.New(value));
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}
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public bool CanWeld(float value)
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{
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return Fuel > value || Behavior != Tool.Welder;
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}
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public bool CanLitWelder()
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{
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return Fuel > 0 || Behavior != Tool.Welder;
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}
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/// <summary>
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/// Deactivates welding tool if active, activates welding tool if possible
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/// </summary>
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/// <returns></returns>
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public bool ToggleWelderStatus()
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{
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if (WelderLit)
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{
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WelderLit = false;
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// Layer 1 is the flame.
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_spriteComponent.LayerSetVisible(1, false);
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PlaySoundCollection("WelderOff", -5);
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_welderSystem.Unsubscribe(this);
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return true;
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}
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if (!CanLitWelder()) return false;
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WelderLit = true;
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_spriteComponent.LayerSetVisible(1, true);
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PlaySoundCollection("WelderOn", -5);
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_welderSystem.Subscribe(this);
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return true;
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}
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public override bool UseEntity(UseEntityEventArgs eventArgs)
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{
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return ToggleWelderStatus();
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}
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public override void Examine(FormattedMessage message)
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{
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if (WelderLit)
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{
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message.AddMarkup(Loc.GetString("[color=orange]Lit[/color]\n"));
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}
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else
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{
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message.AddText(Loc.GetString("Not lit\n"));
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}
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message.AddMarkup(Loc.GetString("Fuel: [color={0}]{1}/{2}[/color].",
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Fuel < FuelCapacity / 4f ? "darkorange" : "orange", Math.Round(Fuel), FuelCapacity));
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}
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public void OnUpdate(float frameTime)
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{
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if (Behavior != Tool.Welder || !WelderLit)
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{
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return;
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}
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_solutionComponent.TryRemoveReagent("chem.WeldingFuel", ReagentUnit.New(FuelLossRate * frameTime));
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if (Fuel == 0)
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{
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ToggleWelderStatus();
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}
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Dirty();
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}
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}
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}
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@@ -738,10 +738,11 @@ namespace Content.Server.GameObjects.EntitySystems
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case Tool.Welder:
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var welderList = attacked.GetAllComponents<IWelderAct>().ToList();
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var welder = (WelderComponent) tool;
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var welderAttackBy = new WelderActEventArgs()
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{
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User = user, ClickLocation = clickLocation, AttackWith = weapon,
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Fuel = tool.Fuel, FuelCapacity = tool.FuelCapacity
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Fuel = welder.Fuel, FuelCapacity = welder.FuelCapacity
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};
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foreach (var comp in welderList)
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@@ -8,16 +8,16 @@ namespace Content.Server.GameObjects.EntitySystems
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/// <summary>
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/// Despite the name, it's only really used for the welder logic in tools. Go figure.
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/// </summary>
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public class ToolSystem : EntitySystem
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public class WelderSystem : EntitySystem
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{
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private readonly HashSet<ToolComponent> _activeWelders = new HashSet<ToolComponent>();
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private readonly HashSet<WelderComponent> _activeWelders = new HashSet<WelderComponent>();
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public bool Subscribe(ToolComponent welder)
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public bool Subscribe(WelderComponent welder)
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{
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return _activeWelders.Add(welder);
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}
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public bool Unsubscribe(ToolComponent welder)
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public bool Unsubscribe(WelderComponent welder)
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{
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return _activeWelders.Remove(welder);
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||||
}
|
||||
Reference in New Issue
Block a user