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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@@ -12,12 +12,81 @@ namespace Content.Server.GameObjects.Components.Movement
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[ComponentReference(typeof(SharedSlipperyComponent))]
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public class SlipperyComponent : SharedSlipperyComponent
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{
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private float _paralyzeTime = 2f;
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private float _intersectPercentage = 0.3f;
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private float _requiredSlipSpeed = 0f;
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private bool _slippery;
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private float _launchForwardsMultiplier = 1f;
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/// <summary>
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/// Path to the sound to be played when a mob slips.
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/// </summary>
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[ViewVariables]
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private string SlipSound { get; set; } = "/Audio/Effects/slip.ogg";
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/// <summary>
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/// How many seconds the mob will be paralyzed for.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public override float ParalyzeTime
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{
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get => _paralyzeTime;
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set
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{
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_paralyzeTime = value;
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Dirty();
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}
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}
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/// <summary>
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/// Percentage of shape intersection for a slip to occur.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public override float IntersectPercentage
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{
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get => _intersectPercentage;
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set
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{
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_intersectPercentage = value;
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Dirty();
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}
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}
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/// <summary>
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/// Entities will only be slipped if their speed exceeds this limit.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public override float RequiredSlipSpeed
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{
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get => _requiredSlipSpeed;
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set
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{
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_requiredSlipSpeed = value;
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Dirty();
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}
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}
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/// <summary>
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/// Whether or not this component will try to slip entities.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public override bool Slippery
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{
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get => _slippery;
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set
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{
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_slippery = value;
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Dirty();
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}
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public override float LaunchForwardsMultiplier
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{
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get => _launchForwardsMultiplier;
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set => _launchForwardsMultiplier = value;
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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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@@ -33,5 +102,10 @@ namespace Content.Server.GameObjects.Components.Movement
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.PlayFromEntity(SlipSound, Owner, AudioHelpers.WithVariation(0.2f));
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}
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}
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public override ComponentState GetComponentState()
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{
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return new SlipperyComponentState(_paralyzeTime, _intersectPercentage, _requiredSlipSpeed, _launchForwardsMultiplier, _slippery);
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}
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}
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}
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