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https://github.com/corvax-team/ss14-wl.git
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* cleanup * fix fixtures * prediction * fix test * review * fix svalinn visuals * fix chargers * fix portable recharger and its unlit visuals * fix borgs * oomba review * fix examination prediction
60 lines
2.5 KiB
C#
60 lines
2.5 KiB
C#
using Content.Shared.Examine;
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using Content.Shared.Coordinates.Helpers;
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using Content.Shared.PowerCell;
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using Content.Shared.Interaction;
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using Content.Shared.Storage;
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namespace Content.Server.Holosign;
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public sealed class HolosignSystem : EntitySystem
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{
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[Dependency] private readonly PowerCellSystem _powerCell = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<HolosignProjectorComponent, BeforeRangedInteractEvent>(OnBeforeInteract);
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SubscribeLocalEvent<HolosignProjectorComponent, ExaminedEvent>(OnExamine);
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}
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private void OnExamine(EntityUid uid, HolosignProjectorComponent component, ExaminedEvent args)
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{
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// TODO: This should probably be using an itemstatus
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// TODO: I'm too lazy to do this rn but it's literally copy-paste from emag.
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var charges = _powerCell.GetRemainingUses(uid, component.ChargeUse);
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var maxCharges = _powerCell.GetMaxUses(uid, component.ChargeUse);
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using (args.PushGroup(nameof(HolosignProjectorComponent)))
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{
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args.PushMarkup(Loc.GetString("limited-charges-charges-remaining", ("charges", charges)));
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if (charges > 0 && charges == 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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}
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}
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private void OnBeforeInteract(EntityUid uid, HolosignProjectorComponent component, BeforeRangedInteractEvent args)
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{
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if (args.Handled
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|| !args.CanReach // prevent placing out of range
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|| HasComp<StorageComponent>(args.Target) // if it's a storage component like a bag, we ignore usage so it can be stored
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|| !_powerCell.TryUseCharge(uid, component.ChargeUse, user: args.User) // if no battery or no charge, doesn't work
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)
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return;
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// places the holographic sign at the click location, snapped to grid.
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// overlapping of the same holo on one tile remains allowed to allow holofan refreshes
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var holoUid = Spawn(component.SignProto, args.ClickLocation.SnapToGrid(EntityManager));
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var xform = Transform(holoUid);
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// TODO: Just make the prototype anchored
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if (!xform.Anchored)
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_transform.AnchorEntity(holoUid, xform); // anchor to prevent any tempering with (don't know what could even interact with it)
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args.Handled = true;
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}
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}
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