Adds new different reaction types. (#2114)
* Adds new different reaction types. - Adds touch, injection and ingestion reactions for entities. - Adds tile reactions. - Removes GasSprayerComponent in favor of SprayComponent. - Gives fire extinguishers a safety. - Gives spray puffs a sprite. - Improved spray and fire extinguisher in general. - Fire extinguisher now ACTUALLY puts out fires. Amazing, eh? - Fire extinguisher sprays three 'clouds' at once. - Spraying flammable chemicals at fire makes them worse. Whoops! - Gives spray and fire extinguisher their classic sounds. - Most chemicals now don't make puddles. Too bad! - Space lube now makes a very slippery puddle. Honk. - Spraying water (or using a fire extinguisher) on existing puddles makes them bigger. * Fix solution tests * food base now has solution container with noexamine caps
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@@ -1,29 +1,51 @@
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using Content.Server.GameObjects.Components.Chemistry;
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using System;
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using Content.Server.GameObjects.Components.Chemistry;
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using Content.Shared.Audio;
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using Content.Shared.Chemistry;
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using Content.Shared.GameObjects.Components;
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using Content.Shared.GameObjects.Components.Fluids;
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using Content.Shared.GameObjects.Components.Items;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Fluids
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{
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[RegisterComponent]
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class SprayComponent : Component, IAfterInteract
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class SprayComponent : SharedSprayComponent, IAfterInteract, IUse, IActivate
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{
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[Dependency] private readonly IServerEntityManager _serverEntityManager = default!;
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public const float SprayDistance = 3f;
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public override string Name => "Spray";
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IServerEntityManager _serverEntityManager = default!;
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private ReagentUnit _transferAmount;
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private string _spraySound;
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private float _sprayVelocity;
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private float _sprayAliveTime;
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private TimeSpan _lastUseTime;
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private TimeSpan _cooldownEnd;
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private float _cooldownTime;
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private string _vaporPrototype;
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private int _vaporAmount;
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private float _vaporSpread;
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private bool _hasSafety;
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private bool _safety;
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/// <summary>
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/// The amount of solution to be sprayer from this solution when using it
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@@ -56,24 +78,50 @@ namespace Content.Server.GameObjects.Components.Fluids
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Logger.Warning(
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$"Entity {Owner.Name} at {Owner.Transform.MapPosition} didn't have a {nameof(SolutionContainerComponent)}");
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}
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if (_hasSafety)
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{
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SetSafety(Owner, _safety);
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}
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _vaporPrototype, "sprayedPrototype", "Vapor");
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serializer.DataField(ref _vaporAmount, "vaporAmount", 1);
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serializer.DataField(ref _vaporSpread, "vaporSpread", 90f);
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serializer.DataField(ref _cooldownTime, "cooldownTime", 0.5f);
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serializer.DataField(ref _transferAmount, "transferAmount", ReagentUnit.New(10));
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serializer.DataField(ref _sprayVelocity, "sprayVelocity", 5.0f);
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serializer.DataField(ref _sprayVelocity, "sprayVelocity", 1.5f);
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serializer.DataField(ref _spraySound, "spraySound", string.Empty);
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serializer.DataField(ref _sprayAliveTime, "sprayAliveTime", 0.75f);
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serializer.DataField(ref _hasSafety, "hasSafety", false);
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serializer.DataField(ref _safety, "safety", true);
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}
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void IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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{
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if (!ActionBlockerSystem.CanInteract(eventArgs.User))
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return;
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if (_hasSafety && _safety)
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("Its safety is on!"));
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return;
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}
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if (CurrentVolume <= 0)
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("It's empty!"));
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return;
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}
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var curTime = _gameTiming.CurTime;
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if(curTime < _cooldownEnd)
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return;
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var playerPos = eventArgs.User.Transform.Coordinates;
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if (eventArgs.ClickLocation.GetGridId(_serverEntityManager) != playerPos.GetGridId(_serverEntityManager))
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return;
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@@ -82,18 +130,86 @@ namespace Content.Server.GameObjects.Components.Fluids
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return;
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var direction = (eventArgs.ClickLocation.Position - playerPos.Position).Normalized;
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var solution = contents.SplitSolution(_transferAmount);
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var threeQuarters = direction * 0.75f;
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var quarter = direction * 0.25f;
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playerPos = playerPos.Offset(direction); // Move a bit so we don't hit the player
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//TODO: check for wall?
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var vapor = _serverEntityManager.SpawnEntity("Vapor", playerPos);
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// Add the solution to the vapor and actually send the thing
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var vaporComponent = vapor.GetComponent<VaporComponent>();
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vaporComponent.TryAddSolution(solution);
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vaporComponent.Start(direction, _sprayVelocity); //TODO: maybe make the velocity depending on the distance to the click
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var amount = Math.Max(Math.Min((contents.CurrentVolume / _transferAmount).Int(), _vaporAmount), 1);
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var spread = _vaporSpread / amount;
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for (var i = 0; i < amount; i++)
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{
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var rotation = new Angle(direction.ToAngle() + Angle.FromDegrees(spread * i) - Angle.FromDegrees(spread * (amount-1)/2));
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var (_, diffPos) = eventArgs.ClickLocation - playerPos;
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var diffNorm = diffPos.Normalized;
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var diffLength = diffPos.Length;
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var target = eventArgs.User.Transform.Coordinates.Offset((diffNorm + rotation.ToVec()).Normalized * diffLength + quarter);
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if (target.TryDistance(Owner.EntityManager, playerPos, out var distance) && distance > SprayDistance)
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target = eventArgs.User.Transform.Coordinates.Offset(diffNorm * SprayDistance);
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var solution = contents.SplitSolution(_transferAmount);
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if (solution.TotalVolume <= ReagentUnit.Zero)
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break;
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var vapor = _serverEntityManager.SpawnEntity(_vaporPrototype, playerPos.Offset(distance < 1 ? quarter : threeQuarters));
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vapor.Transform.LocalRotation = rotation;
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if (vapor.TryGetComponent(out AppearanceComponent appearance)) // Vapor sprite should face down.
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{
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appearance.SetData(VaporVisuals.Rotation, -Angle.South + rotation);
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appearance.SetData(VaporVisuals.Color, contents.SubstanceColor.WithAlpha(1f));
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appearance.SetData(VaporVisuals.State, true);
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}
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// Add the solution to the vapor and actually send the thing
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var vaporComponent = vapor.GetComponent<VaporComponent>();
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vaporComponent.TryAddSolution(solution);
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vaporComponent.Start(rotation.ToVec(), _sprayVelocity, target, _sprayAliveTime);
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}
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//Play sound
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EntitySystem.Get<AudioSystem>().PlayFromEntity(_spraySound, Owner);
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EntitySystem.Get<AudioSystem>().PlayFromEntity(_spraySound, Owner, AudioHelpers.WithVariation(0.125f));
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_lastUseTime = curTime;
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_cooldownEnd = _lastUseTime + TimeSpan.FromSeconds(_cooldownTime);
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if (Owner.TryGetComponent(out ItemCooldownComponent cooldown))
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{
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cooldown.CooldownStart = _lastUseTime;
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cooldown.CooldownEnd = _cooldownEnd;
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}
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}
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public bool UseEntity(UseEntityEventArgs eventArgs)
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{
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ToggleSafety(eventArgs.User);
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return true;
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}
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public void Activate(ActivateEventArgs eventArgs)
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{
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ToggleSafety(eventArgs.User);
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}
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private void ToggleSafety(IEntity user)
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{
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SetSafety(user, !_safety);
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}
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private void SetSafety(IEntity user, bool state)
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{
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if (!ActionBlockerSystem.CanInteract(user) || !_hasSafety)
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return;
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_safety = state;
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if(Owner.TryGetComponent(out AppearanceComponent appearance))
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appearance.SetData(SprayVisuals.Safety, _safety);
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}
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}
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}
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