using Content.Shared.Administration.Logs; using Content.Shared.Damage.Components; using Content.Shared.Damage.Systems; using Content.Shared.Database; using Content.Shared.DoAfter; using Content.Shared.Interaction; using Content.Shared.Popups; using Content.Shared.Tools.Systems; using Robust.Shared.Serialization; namespace Content.Shared.Repairable; public sealed partial class RepairableSystem : EntitySystem { [Dependency] private readonly SharedToolSystem _toolSystem = default!; [Dependency] private readonly DamageableSystem _damageableSystem = default!; [Dependency] private readonly SharedPopupSystem _popup = default!; [Dependency] private readonly ISharedAdminLogManager _adminLogger = default!; public override void Initialize() { SubscribeLocalEvent(Repair); SubscribeLocalEvent(OnRepairDoAfter); } private void OnRepairDoAfter(Entity ent, ref RepairDoAfterEvent args) { if (args.Cancelled) return; if (!TryComp(ent.Owner, out DamageableComponent? damageable) || damageable.TotalDamage == 0) return; if (ent.Comp.DamageValue != null) RepairSomeDamage((ent, damageable), ent.Comp.DamageValue.Value, args.User); else if (ent.Comp.Damage != null) RepairSomeDamage((ent, damageable), ent.Comp.Damage, args.User); else RepairAllDamage((ent, damageable), args.User); args.Repeat = ent.Comp.AutoDoAfter && damageable.TotalDamage > 0; args.Args.Event.Repeat = args.Repeat; args.Handled = true; if (!args.Repeat) { var str = Loc.GetString("comp-repairable-repair", ("target", ent.Owner), ("tool", args.Used!)); _popup.PopupClient(str, ent.Owner, args.User); var ev = new RepairedEvent(ent, args.User); RaiseLocalEvent(ent.Owner, ref ev); } } /// /// Repairs some damage of a entity. /// The healed amount will be evenly distributed among all damage types the entity has. /// If one of the damage types of the entity is too low. it will heal that completly and distribute the excess healing among the other damage types /// /// entity to be repaired /// how much damage to repair (value have to be negative to repair) /// who is doing the repair private void RepairSomeDamage(Entity ent, float damageAmount, EntityUid user) { var damageChanged = _damageableSystem.HealEvenly(ent.Owner, damageAmount, origin: user); _adminLogger.Add(LogType.Healed, $"{ToPrettyString(user):user} repaired {ToPrettyString(ent.Owner):target} by {damageChanged.GetTotal()}"); } /// /// Repairs some damage of a entity /// /// entity to be repaired /// how much damage to repair (values have to be negative to repair) /// who is doing the repair private void RepairSomeDamage(Entity ent, Damage.DamageSpecifier damageAmount, EntityUid user) { var damageChanged = _damageableSystem.ChangeDamage(ent.Owner, damageAmount, true, false, origin: user); _adminLogger.Add(LogType.Healed, $"{ToPrettyString(user):user} repaired {ToPrettyString(ent.Owner):target} by {damageChanged.GetTotal()}"); } /// /// Repairs all damage of a entity /// /// entity to be repaired /// who is doing the repair private void RepairAllDamage(Entity ent, EntityUid user) { _damageableSystem.ClearAllDamage(ent); _adminLogger.Add(LogType.Healed, $"{ToPrettyString(user):user} repaired {ToPrettyString(ent.Owner):target} back to full health"); } private void Repair(Entity ent, ref InteractUsingEvent args) { if (args.Handled) return; // Only try repair the target if it is damaged if (!TryComp(ent.Owner, out var damageable) || damageable.TotalDamage == 0) return; float delay = ent.Comp.DoAfterDelay; // Add a penalty to how long it takes if the user is repairing itself if (args.User == args.Target) { if (!ent.Comp.AllowSelfRepair) return; delay *= ent.Comp.SelfRepairPenalty; } // Run the repairing doafter args.Handled = _toolSystem.UseTool(args.Used, args.User, ent.Owner, delay, ent.Comp.QualityNeeded, new RepairDoAfterEvent(), ent.Comp.FuelCost); } } /// /// Event raised on an entity when its successfully repaired. /// /// /// [ByRefEvent] public readonly record struct RepairedEvent(Entity Ent, EntityUid User); /// /// Do after event started when you try to fix a entity with RepairableComponent. /// This doafter is repeated if the entity has set to true and not all damage was fixed yet. /// [Serializable, NetSerializable] public sealed partial class RepairDoAfterEvent : SimpleDoAfterEvent;