2023-04-19 05:46:00 +00:00
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using Content.Server.Charges.Components;
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using Content.Shared.Charges.Components;
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using Content.Shared.Charges.Systems;
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using Content.Shared.Examine;
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using Robust.Shared.Timing;
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namespace Content.Server.Charges.Systems;
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public sealed class ChargesSystem : SharedChargesSystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<LimitedChargesComponent, AutoRechargeComponent>();
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while (query.MoveNext(out var uid, out var charges, out var recharge))
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{
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if (charges.Charges == charges.MaxCharges || _timing.CurTime < recharge.NextChargeTime)
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continue;
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AddCharges(uid, 1, charges);
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recharge.NextChargeTime = _timing.CurTime + recharge.RechargeDuration;
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}
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}
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protected override void OnExamine(EntityUid uid, LimitedChargesComponent comp, ExaminedEvent args)
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{
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base.OnExamine(uid, comp, args);
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// only show the recharging info if it's not full
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if (!args.IsInDetailsRange || comp.Charges == comp.MaxCharges || !TryComp<AutoRechargeComponent>(uid, out var recharge))
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return;
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var timeRemaining = Math.Round((recharge.NextChargeTime - _timing.CurTime).TotalSeconds);
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args.PushMarkup(Loc.GetString("limited-charges-recharging", ("seconds", timeRemaining)));
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}
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2024-07-11 05:55:56 +00:00
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public override void AddCharges(EntityUid uid, int change, LimitedChargesComponent? comp = null)
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2023-04-19 05:46:00 +00:00
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{
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2024-07-11 05:55:56 +00:00
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if (!Query.Resolve(uid, ref comp, false))
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2023-04-19 05:46:00 +00:00
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return;
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var startRecharge = comp.Charges == comp.MaxCharges;
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2024-07-11 05:55:56 +00:00
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base.AddCharges(uid, change, comp);
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// if a charge was just used from full, start the recharge timer
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// TODO: probably make this an event instead of having le server system that just does this
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if (change < 0 && startRecharge && TryComp<AutoRechargeComponent>(uid, out var recharge))
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2023-04-19 05:46:00 +00:00
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recharge.NextChargeTime = _timing.CurTime + recharge.RechargeDuration;
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}
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}
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