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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@@ -1,4 +1,5 @@
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using System.Collections.Generic;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.EntitySystems;
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@@ -29,25 +30,31 @@ namespace Content.Shared.GameObjects.Components.Movement
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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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private float ParalyzeTime { get; set; } = 3f;
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public virtual float ParalyzeTime { get; set; } = 2f;
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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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private float IntersectPercentage { get; set; } = 0.3f;
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public virtual float IntersectPercentage { get; set; } = 0.3f;
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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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private float RequiredSlipSpeed { get; set; } = 0f;
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public virtual float RequiredSlipSpeed { get; set; } = 0f;
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/// <summary>
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/// The entity's speed will be multiplied by this to slip it forwards.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public virtual float LaunchForwardsMultiplier { get; set; } = 1f;
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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 bool Slippery { get; set; }
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public virtual bool Slippery { get; set; }
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private bool TrySlip(IEntity entity)
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{
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@@ -81,7 +88,7 @@ namespace Content.Shared.GameObjects.Components.Movement
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if (entity.TryGetComponent(out ICollidableComponent collidable))
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{
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var controller = collidable.EnsureController<SlipController>();
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controller.LinearVelocity = collidable.LinearVelocity;
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controller.LinearVelocity = collidable.LinearVelocity * LaunchForwardsMultiplier;
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}
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stun.Paralyze(5);
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@@ -140,10 +147,30 @@ namespace Content.Shared.GameObjects.Components.Movement
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{
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base.ExposeData(serializer);
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serializer.DataField(this, x => ParalyzeTime, "paralyzeTime", 3f);
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serializer.DataField(this, x => IntersectPercentage, "intersectPercentage", 0.3f);
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serializer.DataField(this, x => RequiredSlipSpeed, "requiredSlipSpeed", 0f);
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serializer.DataField(this, x => x.ParalyzeTime, "paralyzeTime", 3f);
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serializer.DataField(this, x => x.IntersectPercentage, "intersectPercentage", 0.3f);
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serializer.DataField(this, x => x.RequiredSlipSpeed, "requiredSlipSpeed", 0f);
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serializer.DataField(this, x => x.LaunchForwardsMultiplier, "launchForwardsMultiplier", 1f);
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serializer.DataField(this, x => x.Slippery, "slippery", true);
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}
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}
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[Serializable, NetSerializable]
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public class SlipperyComponentState : ComponentState
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{
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public float ParalyzeTime { get; }
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public float IntersectPercentage { get; }
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public float RequiredSlipSpeed { get; }
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public float LaunchForwardsMultiplier { get; }
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public bool Slippery { get; }
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public SlipperyComponentState(float paralyzeTime, float intersectPercentage, float requiredSlipSpeed, float launchForwardsMultiplier, bool slippery) : base(ContentNetIDs.SLIP)
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{
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ParalyzeTime = paralyzeTime;
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IntersectPercentage = intersectPercentage;
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RequiredSlipSpeed = requiredSlipSpeed;
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LaunchForwardsMultiplier = launchForwardsMultiplier;
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Slippery = slippery;
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}
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}
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}
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