Files
crystall-punk-14/Content.Shared/_CP14/MagicEnergy/SharedCP14MagicEnergySystem.cs
Ed 0211a50581 Energy crystal (#243)
* init magic container system

* charging and discharging

* add energy regenerator

* thaumaturgy glasses, scanning energy

* add energy quartz prorotypes and sprites

* light power controller

* commit special for _des

* simple normalizer crystal slot

* YEEEEEEE BOIII, examined crystalls inside things

* кристал теперь видно, когда он вставлен в стабилизатор

* TryUseCharge приборами

* hello deserty, how are you doing?

* rename regenerator to EnergyDraw, allow draw from slot

* normalizer жрет magic energy файналли

* Update normalizer.yml

* visual polishing

* Update crystal.yml
2024-06-13 22:55:20 +03:00

58 lines
1.6 KiB
C#

using Content.Shared._CP14.MagicEnergy.Components;
using Content.Shared.Examine;
using Content.Shared.FixedPoint;
using Content.Shared.Inventory;
namespace Content.Shared._CP14.MagicEnergy;
public partial class SharedCP14MagicEnergySystem : EntitySystem
{
public string GetEnergyExaminedText(EntityUid uid, CP14MagicEnergyContainerComponent ent)
{
var power = (int)((ent.Energy / ent.MaxEnergy) * 100);
var color = "#3fc488";
if (power < 66)
color = "#f2a93a";
if (power < 33)
color = "#c23030";
return Loc.GetString("cp14-magic-energy-scan-result",
("item", MetaData(uid).EntityName),
("power", power),
("color", color));
}
}
/// <summary>
/// It's triggered when the energy change in MagicEnergyContainer
/// </summary>
public sealed class CP14MagicEnergyLevelChangeEvent : EntityEventArgs
{
public FixedPoint2 OldValue;
public FixedPoint2 NewValue;
public FixedPoint2 MaxValue;
}
/// <summary>
/// It's triggered when more energy enters the MagicEnergyContainer than it can hold.
/// </summary>
public sealed class CP14MagicEnergyOverloadEvent : EntityEventArgs
{
public FixedPoint2 OverloadEnergy;
}
/// <summary>
/// It's triggered they something try to get energy out of MagicEnergyContainer that is lacking there.
/// </summary>
public sealed class CP14MagicEnergyBurnOutEvent : EntityEventArgs
{
public FixedPoint2 BurnOutEnergy;
}
public sealed class CP14MagicEnergyScanEvent : EntityEventArgs, IInventoryRelayEvent
{
public bool CanScan;
public SlotFlags TargetSlots { get; } = SlotFlags.EYES;
}