# Conflicts: # .github/CODEOWNERS # .github/PULL_REQUEST_TEMPLATE.md # Content.Client/Changelog/ChangelogTab.xaml.cs # Content.Client/Chemistry/UI/ChemMasterWindow.xaml # Content.Client/Entry/EntryPoint.cs # Content.Client/GameTicking/Managers/ClientGameTicker.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Paper/UI/PaperWindow.xaml.cs # Content.Client/StationRecords/GeneralStationRecordConsoleWindow.xaml.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Screens/SeparatedChatGameScreen.xaml # Content.Client/UserInterface/Systems/Ghost/Widgets/GhostGui.xaml.cs # Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.IntegrationTests/Tests/Power/StationPowerTests.cs # Content.Packaging/ServerPackaging.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Administration/Systems/AdminVerbSystem.Tools.cs # Content.Server/Atmos/TileAtmosphere.cs # Content.Server/Bible/BibleSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Content.Server.csproj # Content.Server/Discord/DiscordLink/DiscordLink.cs # Content.Server/GameTicking/GameTicker.LobbyBackground.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Ghost/GhostSystem.cs # Content.Server/Kitchen/Components/MicrowaveComponent.cs # Content.Server/Kitchen/EntitySystems/MicrowaveSystem.cs # Content.Server/Mech/Systems/MechSystem.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringConsoleSystem.cs # Content.Server/Medical/DefibrillatorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/DockingSystem.Shuttle.cs # Content.Server/Silicons/Borgs/BorgSystem.Transponder.cs # Content.Server/Tips/TipsSystem.cs # Content.Server/Traitor/Uplink/UplinkSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Bed/BedSystem.cs # Content.Shared/Blocking/BlockingSystem.User.cs # Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs # Content.Shared/Chat/SharedSuicideSystem.cs # Content.Shared/Chemistry/Components/HyposprayComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Chemistry/EntitySystems/ScoopableSolutionSystem.cs # Content.Shared/Chemistry/EntitySystems/SolutionTransferSystem.cs # Content.Shared/Chemistry/Events/HyposprayEvents.cs # Content.Shared/Content.Shared.csproj # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/GameTicking/SharedGameTicker.cs # Content.Shared/Interaction/InteractHand.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs # Content.Shared/Nutrition/EntitySystems/HungerSystem.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Throwing/ThrowingSystem.cs # Content.Shared/Trigger/Systems/TriggerOnHitscanSystem.cs # Content.Shared/Weapons/Hitscan/Systems/HitscanBasicDamageSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs # Content.Shared/Weapons/Ranged/Components/HitscanBatteryAmmoProviderComponent.cs # Content.Shared/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Ballistic.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Battery.cs # Content.Shared/Zombies/ZombieComponent.cs # Content.Shared/_Sunrise/Lobby/LobbyBackgroundPrototype.cs # README.md # Resources/Locale/en-US/_strings/borg/borg.ftl # Resources/Locale/en-US/_strings/chemistry/components/hypospray-component.ftl # Resources/Locale/en-US/_strings/chemistry/components/injector-component.ftl # Resources/Locale/en-US/_strings/commands/pauseatmos-command.ftl # Resources/Locale/en-US/_strings/commands/quick-inspect-command.ftl # Resources/Locale/en-US/_strings/commands/show-wallmounts-command.ftl # Resources/Locale/en-US/_strings/commands/substepatmos-command.ftl # Resources/Locale/en-US/_strings/fluids/components/equip-spray-component.ftl # Resources/Locale/en-US/_strings/game-ticking/game-presets/preset-revolutionary.ftl # Resources/Locale/en-US/_strings/job/job-names.ftl # Resources/Locale/en-US/_strings/lobby/lobby-state-background.ftl # Resources/Locale/en-US/_strings/reagents/meta/medicine.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/silicons/borg-module.ftl # Resources/Locale/en-US/_strings/store/changeling-catalog.ftl # Resources/Locale/en-US/_strings/store/currency.ftl # Resources/Locale/en-US/_strings/store/store.ftl # Resources/Locale/en-US/_strings/store/uplink-catalog.ftl # Resources/Prototypes/Body/Organs/slime.yml # Resources/Prototypes/Catalog/Fills/Backpacks/backpack.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Boxes/ammunition.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/antag.yml # Resources/Prototypes/Catalog/Fills/Crates/armory.yml # Resources/Prototypes/Catalog/Fills/Crates/botany.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Crates/medical.yml # Resources/Prototypes/Catalog/Fills/Crates/salvage.yml # Resources/Prototypes/Catalog/Fills/Crates/security.yml # Resources/Prototypes/Catalog/Fills/Crates/service.yml # Resources/Prototypes/Catalog/Fills/Crates/syndicate.yml # Resources/Prototypes/Catalog/Fills/Items/belt.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/firstaidkits.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Entities/Clothing/Back/backpacks.yml # Resources/Prototypes/Entities/Clothing/Shoes/magboots.yml # Resources/Prototypes/Entities/Debugging/debug_sweps.yml # Resources/Prototypes/Entities/Debugging/stress_test.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/anomaly.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/xenoborgs.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Objects/Devices/base_handheld.yml # Resources/Prototypes/Entities/Objects/Fun/Instruments/instruments_misc.yml # Resources/Prototypes/Entities/Objects/Fun/dice_bag.yml # Resources/Prototypes/Entities/Objects/Fun/snap_pops.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Chapel/bibles.yml # Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/surgery.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/mmi.yml # Resources/Prototypes/Entities/Objects/Specific/Service/barber.yml # Resources/Prototypes/Entities/Objects/Tools/glowstick.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/antimateriel.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/heavy_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/rifle_light.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/explosives.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Furniture/dresser.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Shuttles/cannons.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/GameRules/roundstart.yml # Resources/Prototypes/GameRules/unknown_shuttles.yml # Resources/Prototypes/InventoryTemplates/aghost_inventory_template.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Loadouts/role_loadouts.yml # Resources/Prototypes/Maps/Pools/default.yml # Resources/Prototypes/Maps/amber.yml # Resources/Prototypes/Maps/oasis.yml # Resources/Prototypes/Maps/reach.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Reactions/medicine.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Roles/Jobs/Wildcards/zookeeper.yml # Resources/Prototypes/Roles/play_time_trackers.yml # Resources/Prototypes/Shuttles/shuttle_incoming_event.yml # Resources/Prototypes/Species/species_weights.yml # Resources/Prototypes/Store/presets.yml # Resources/Prototypes/ai_factions.yml # Resources/Prototypes/borg_types.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/silicon-laws.yml # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/icon-med.png # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-broken.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-empty.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-open.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_chassis.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness+o.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness.png # Resources/Textures/Objects/Specific/Medical/hypospray.rsi/meta.json # Resources/Textures/Objects/Specific/Medical/medical.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles2.rsi/meta.json # Resources/Textures/Structures/Storage/canister.rsi/meta.json # Resources/Textures/Structures/Storage/tanks.rsi/meta.json # Resources/migration.yml # RobustToolbox # SECURITY.md # SpaceStation14.sln
295 lines
9.9 KiB
C#
295 lines
9.9 KiB
C#
using Content.Shared.Actions;
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using Content.Shared.Actions.Events;
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using Content.Shared.Charges.Components;
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using Content.Shared.Examine;
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using Content.Shared.Rejuvenate;
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using JetBrains.Annotations;
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using Robust.Shared.Timing;
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namespace Content.Shared.Charges.Systems;
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public abstract class SharedChargesSystem : EntitySystem
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{
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[Dependency] protected readonly IGameTiming _timing = default!;
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[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
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/*
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* Despite what a bunch of systems do you don't need to continuously tick linear number updates and can just derive it easily.
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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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SubscribeLocalEvent<LimitedChargesComponent, ExaminedEvent>(OnExamine);
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SubscribeLocalEvent<LimitedChargesComponent, RejuvenateEvent>(OnRejuvenate);
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SubscribeLocalEvent<LimitedChargesComponent, ActionAttemptEvent>(OnChargesAttempt);
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SubscribeLocalEvent<LimitedChargesComponent, MapInitEvent>(OnChargesMapInit);
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SubscribeLocalEvent<LimitedChargesComponent, ActionPerformedEvent>(OnChargesPerformed);
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}
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private void OnExamine(EntityUid uid, LimitedChargesComponent comp, ExaminedEvent args)
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{
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if (!args.IsInDetailsRange)
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return;
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var rechargeEnt = new Entity<LimitedChargesComponent?, AutoRechargeComponent?>(uid, comp, null);
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var charges = GetCurrentCharges(rechargeEnt);
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using var _ = args.PushGroup(nameof(LimitedChargesComponent));
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args.PushMarkup(Loc.GetString("limited-charges-charges-remaining", ("charges", charges)));
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if (charges == comp.MaxCharges)
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{
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args.PushMarkup(Loc.GetString("limited-charges-max-charges"));
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}
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// only show the recharging info if it's not full
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if (charges == comp.MaxCharges || !Resolve(uid, ref rechargeEnt.Comp2, false))
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return;
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var timeRemaining = GetNextRechargeTime(rechargeEnt);
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args.PushMarkup(Loc.GetString("limited-charges-recharging", ("seconds", timeRemaining.TotalSeconds.ToString("F1"))));
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}
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private void OnRejuvenate(Entity<LimitedChargesComponent> ent, ref RejuvenateEvent args)
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{
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ResetCharges(ent.AsNullable());
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}
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private void OnChargesAttempt(Entity<LimitedChargesComponent> ent, ref ActionAttemptEvent args)
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{
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if (args.Cancelled)
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return;
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var charges = GetCurrentCharges((ent.Owner, ent.Comp, null));
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if (charges <= 0)
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{
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args.Cancelled = true;
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}
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}
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private void OnChargesPerformed(Entity<LimitedChargesComponent> ent, ref ActionPerformedEvent args)
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{
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if (HasComp<DeleteWithoutChargesComponent>(ent.Owner) && (ent.Comp.LastCharges - 1 <= 0))
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{
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_actionsSystem.RemoveAction(args.Performer, ent.Owner);
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return;
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}
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AddCharges((ent.Owner, ent.Comp), -1);
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}
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private void OnChargesMapInit(Entity<LimitedChargesComponent> ent, ref MapInitEvent args)
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{
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// If nothing specified use max.
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if (ent.Comp.LastCharges == 0)
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{
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ent.Comp.LastCharges = ent.Comp.MaxCharges;
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}
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// If -1 used then we don't want any.
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else if (ent.Comp.LastCharges < 0)
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{
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ent.Comp.LastCharges = 0;
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}
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ent.Comp.LastUpdate = _timing.CurTime;
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Dirty(ent);
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}
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[Pure]
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public bool HasCharges(Entity<LimitedChargesComponent?> action, int charges)
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{
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var current = GetCurrentCharges(action);
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return current >= charges;
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}
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/// <summary>
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/// Adds the specified charges. Does not reset the accumulator.
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/// </summary>
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/// <param name="action">
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/// The action to add charges to. If it doesn't have <see cref="LimitedChargesComponent"/>, it will be added.
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/// </param>
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/// <param name="addCharges">
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/// The number of charges to add. Can be negative. Resulting charge count is clamped to [0, MaxCharges].
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/// </param>
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public void AddCharges(Entity<LimitedChargesComponent?, AutoRechargeComponent?> action, int addCharges)
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{
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if (addCharges == 0)
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return;
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action.Comp1 ??= EnsureComp<LimitedChargesComponent>(action.Owner);
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var lastCharges = GetCurrentCharges(action);
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var charges = lastCharges + addCharges;
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if (lastCharges == charges)
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return;
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// If we were at max then need to reset the timer.
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if (charges == action.Comp1.MaxCharges || lastCharges == action.Comp1.MaxCharges)
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{
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action.Comp1.LastUpdate = _timing.CurTime;
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action.Comp1.LastCharges = action.Comp1.MaxCharges;
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}
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// If it has auto-recharge then make up the difference.
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else if (Resolve(action.Owner, ref action.Comp2, false))
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{
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var duration = action.Comp2.RechargeDuration;
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var diff = (_timing.CurTime - action.Comp1.LastUpdate);
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var remainder = (int) (diff / duration);
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action.Comp1.LastCharges += remainder;
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action.Comp1.LastUpdate += (remainder * duration);
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}
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action.Comp1.LastCharges = Math.Clamp(action.Comp1.LastCharges + addCharges, 0, action.Comp1.MaxCharges);
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Dirty(action.Owner, action.Comp1);
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}
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public bool TryUseCharge(Entity<LimitedChargesComponent?> entity)
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{
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return TryUseCharges(entity, 1);
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}
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public bool TryUseCharges(Entity<LimitedChargesComponent?> entity, int amount)
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{
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var current = GetCurrentCharges(entity);
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if (current < amount)
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{
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return false;
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}
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AddCharges(entity, -amount);
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return true;
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}
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[Pure]
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public bool IsEmpty(Entity<LimitedChargesComponent?> entity)
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{
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return GetCurrentCharges(entity) == 0;
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}
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/// <summary>
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/// Resets action charges to MaxCharges.
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/// </summary>
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public void ResetCharges(Entity<LimitedChargesComponent?> action)
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{
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if (!Resolve(action.Owner, ref action.Comp, false))
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return;
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var charges = GetCurrentCharges((action.Owner, action.Comp, null));
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if (charges == action.Comp.MaxCharges)
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return;
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action.Comp.LastCharges = action.Comp.MaxCharges;
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action.Comp.LastUpdate = _timing.CurTime;
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Dirty(action);
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}
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/// <summary>
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/// Set the number of charges an action has.
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/// </summary>
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/// <param name="action">The action in question</param>
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/// <param name="value">
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/// The number of charges. Clamped to [0, MaxCharges].
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/// </param>
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/// <remarks>
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/// This method doesn't implicitly add <see cref="LimitedChargesComponent"/>
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/// unlike some other methods in this system.
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/// </remarks>
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public void SetCharges(Entity<LimitedChargesComponent?> action, int value)
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{
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if (!Resolve(action, ref action.Comp))
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return;
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var adjusted = Math.Clamp(value, 0, action.Comp.MaxCharges);
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if (action.Comp.LastCharges == adjusted)
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{
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return;
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}
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action.Comp.LastCharges = adjusted;
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action.Comp.LastUpdate = _timing.CurTime;
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Dirty(action);
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}
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/// <summary>
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/// Sets the maximum charges of a given action.
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/// </summary>
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/// <param name="action">The action being modified.</param>
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/// <param name="value">The new maximum charges of the action. Clamped to zero.</param>
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/// <remarks>
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/// Does not change the current charge count, or adjust the
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/// accumulator for auto-recharge. It also doesn't implicitly add
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/// <see cref="LimitedChargesComponent"/> unlike some other methods
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/// in this system.
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/// </remarks>
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public void SetMaxCharges(Entity<LimitedChargesComponent?> action, int value)
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{
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if (!Resolve(action, ref action.Comp))
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return;
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// You can't have negative max charges (even zero is a bit goofy but eh)
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var adjusted = Math.Max(0, value);
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if (action.Comp.MaxCharges == adjusted)
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return;
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action.Comp.MaxCharges = adjusted;
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Dirty(action);
|
|
}
|
|
|
|
/// <summary>
|
|
/// The next time a charge will be considered to be filled.
|
|
/// </summary>
|
|
/// <returns>0 timespan if invalid or no charges to generate.</returns>
|
|
[Pure]
|
|
public TimeSpan GetNextRechargeTime(Entity<LimitedChargesComponent?, AutoRechargeComponent?> entity)
|
|
{
|
|
if (!Resolve(entity.Owner, ref entity.Comp1, ref entity.Comp2, false))
|
|
{
|
|
return TimeSpan.Zero;
|
|
}
|
|
|
|
// Okay so essentially we need to get recharge time to full, then modulus that by the recharge timer which should be the next tick.
|
|
var fullTime = ((entity.Comp1.MaxCharges - entity.Comp1.LastCharges) * entity.Comp2.RechargeDuration) + entity.Comp1.LastUpdate;
|
|
var timeRemaining = fullTime - _timing.CurTime;
|
|
|
|
if (timeRemaining < TimeSpan.Zero)
|
|
{
|
|
return TimeSpan.Zero;
|
|
}
|
|
|
|
var nextChargeTime = timeRemaining.TotalSeconds % entity.Comp2.RechargeDuration.TotalSeconds;
|
|
return TimeSpan.FromSeconds(nextChargeTime);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Derives the current charges of an entity.
|
|
/// </summary>
|
|
[Pure]
|
|
public int GetCurrentCharges(Entity<LimitedChargesComponent?, AutoRechargeComponent?> entity)
|
|
{
|
|
if (!Resolve(entity.Owner, ref entity.Comp1, false))
|
|
{
|
|
// I'm all in favor of nullable ints however null-checking return args against comp nullability is dodgy
|
|
// so we get this.
|
|
return -1;
|
|
}
|
|
|
|
var calculated = 0;
|
|
|
|
if (Resolve(entity.Owner, ref entity.Comp2, false) && entity.Comp2.RechargeDuration.TotalSeconds != 0.0)
|
|
{
|
|
calculated = (int)((_timing.CurTime - entity.Comp1.LastUpdate).TotalSeconds / entity.Comp2.RechargeDuration.TotalSeconds);
|
|
}
|
|
|
|
return Math.Clamp(entity.Comp1.LastCharges + calculated,
|
|
0,
|
|
entity.Comp1.MaxCharges);
|
|
}
|
|
}
|