Debody Food and Drink Systems, Combine Food and Drink into One System. (#39031)
* Shelve * 22 file diff * What if it was just better * Hold that thought * Near final Commit, then YAML hell * 95% done with cs * Working Commit * Final Commit (Before reviews tear it apart and kill me) * Add a really stupid comment. * KILL * EXPLODE TEST FAILS WITH MY MIND * I hate it here * TACTICAL NUCLEAR STRIKE * Wait what the fuck was I doing? * Comments * Me when I'm stupid * Food doesn't need solutions * API improvements with some API weirdness * Move non-API out of API * Better comment * Fixes and spelling mistakes * Final fixes * Final fixes for real... * Kill food and drink localization files because I hate them. * Water droplet fix * Utensil fixes * Fix verb priority (It should've been 2) * A few minor localization fixes * merge conflict and stuff * MERGE CONFLICT NUCLEAR WAR!!! * Cleanup --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
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using Content.Shared.Containers.ItemSlots;
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using Content.Shared.Interaction;
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using Content.Shared.Nutrition.Components;
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using Content.Shared.Popups;
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using Content.Shared.Tools.EntitySystems;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Random;
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namespace Content.Shared.Nutrition.EntitySystems;
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public sealed class UtensilSystem : EntitySystem
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{
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly FoodSystem _foodSystem = default!;
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[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<UtensilComponent, AfterInteractEvent>(OnAfterInteract, after: new[] { typeof(ItemSlotsSystem), typeof(ToolOpenableSystem) });
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}
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/// <summary>
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/// Clicked with utensil
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/// </summary>
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private void OnAfterInteract(Entity<UtensilComponent> entity, ref AfterInteractEvent ev)
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{
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if (ev.Handled || ev.Target == null || !ev.CanReach)
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return;
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var result = TryUseUtensil(ev.User, ev.Target.Value, entity);
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ev.Handled = result.Handled;
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}
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public (bool Success, bool Handled) TryUseUtensil(EntityUid user, EntityUid target, Entity<UtensilComponent> utensil)
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{
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if (!TryComp(target, out FoodComponent? food))
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return (false, false);
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//Prevents food usage with a wrong utensil
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if ((food.Utensil & utensil.Comp.Types) == 0)
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{
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_popupSystem.PopupClient(Loc.GetString("food-system-wrong-utensil", ("food", target), ("utensil", utensil.Owner)), user, user);
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return (false, true);
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}
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if (!_interactionSystem.InRangeUnobstructed(user, target, popup: true))
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return (false, true);
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return _foodSystem.TryFeed(user, user, target, food);
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}
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/// <summary>
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/// Attempt to break the utensil after interaction.
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/// </summary>
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/// <param name="uid">Utensil.</param>
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/// <param name="userUid">User of the utensil.</param>
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public void TryBreak(EntityUid uid, EntityUid userUid, UtensilComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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if (_robustRandom.Prob(component.BreakChance))
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{
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_audio.PlayPredicted(component.BreakSound, userUid, userUid, AudioParams.Default.WithVolume(-2f));
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Del(uid);
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}
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}
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}
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