Add Smoke and Foam chemical reaction effects. (#2913)
* Adds smoke reaction effect * smoke tweaks * address reviews * Smoke fix * Refactor smoke and add foam * Fix stuff * Remove thing * Little things * Address some comments * Address more things * More addressing * License stuff * Address refactor request * Small things * Add nullability * Update Content.Server/GameObjects/EntitySystems/SolutionAreaEffectSystem.cs Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
This commit is contained in:
@@ -0,0 +1,90 @@
|
||||
#nullable enable
|
||||
using Content.Server.GameObjects.Components.Body.Circulatory;
|
||||
using Content.Server.GameObjects.Components.GUI;
|
||||
using Content.Server.GameObjects.Components.Items.Storage;
|
||||
using Content.Shared.Chemistry;
|
||||
using Content.Shared.GameObjects.Components.Chemistry;
|
||||
using Content.Shared.GameObjects.Components.Inventory;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Components.Timers;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Chemistry
|
||||
{
|
||||
[RegisterComponent]
|
||||
[ComponentReference(typeof(SolutionAreaEffectComponent))]
|
||||
public class FoamSolutionAreaEffectComponent : SolutionAreaEffectComponent
|
||||
{
|
||||
public override string Name => "FoamSolutionAreaEffect";
|
||||
|
||||
private string? _foamedMetalPrototype;
|
||||
|
||||
public override void ExposeData(ObjectSerializer serializer)
|
||||
{
|
||||
base.ExposeData(serializer);
|
||||
serializer.DataField(ref _foamedMetalPrototype, "foamedMetalPrototype", null);
|
||||
}
|
||||
|
||||
protected override void UpdateVisuals()
|
||||
{
|
||||
if (Owner.TryGetComponent(out AppearanceComponent? appearance) &&
|
||||
SolutionContainerComponent != null)
|
||||
{
|
||||
appearance.SetData(FoamVisuals.Color, SolutionContainerComponent.Color.WithAlpha(0.80f));
|
||||
}
|
||||
}
|
||||
|
||||
protected override void ReactWithEntity(IEntity entity, double solutionFraction)
|
||||
{
|
||||
if (SolutionContainerComponent == null)
|
||||
return;
|
||||
|
||||
if (!entity.TryGetComponent(out BloodstreamComponent? bloodstream))
|
||||
return;
|
||||
|
||||
// TODO: Add a permeability property to clothing
|
||||
// For now it just adds to protection for each clothing equipped
|
||||
var protection = 0f;
|
||||
if (entity.TryGetComponent(out InventoryComponent? inventory))
|
||||
{
|
||||
foreach (var slot in inventory.Slots)
|
||||
{
|
||||
if (slot == EquipmentSlotDefines.Slots.BACKPACK ||
|
||||
slot == EquipmentSlotDefines.Slots.POCKET1 ||
|
||||
slot == EquipmentSlotDefines.Slots.POCKET2 ||
|
||||
slot == EquipmentSlotDefines.Slots.IDCARD)
|
||||
continue;
|
||||
|
||||
if (inventory.TryGetSlotItem(slot, out ItemComponent _))
|
||||
protection += 0.025f;
|
||||
}
|
||||
}
|
||||
|
||||
var cloneSolution = SolutionContainerComponent.Solution.Clone();
|
||||
var transferAmount = ReagentUnit.Min(cloneSolution.TotalVolume * solutionFraction * (1 - protection), bloodstream.EmptyVolume);
|
||||
var transferSolution = cloneSolution.SplitSolution(transferAmount);
|
||||
|
||||
bloodstream.TryTransferSolution(transferSolution);
|
||||
}
|
||||
|
||||
protected override void OnKill()
|
||||
{
|
||||
if (Owner.Deleted)
|
||||
return;
|
||||
if (Owner.TryGetComponent(out AppearanceComponent? appearance))
|
||||
{
|
||||
appearance.SetData(FoamVisuals.State, true);
|
||||
}
|
||||
Owner.SpawnTimer(600, () =>
|
||||
{
|
||||
if (!string.IsNullOrEmpty(_foamedMetalPrototype))
|
||||
{
|
||||
Owner.EntityManager.SpawnEntity(_foamedMetalPrototype, Owner.Transform.Coordinates);
|
||||
}
|
||||
Owner.Delete();
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user