Adds Spray Bottles (#1522)
* Spray Bottle * -"Proper" wall detection -Removed some using -Fixed sound * Just don't add it * -Removed spill sound -Added sound parameter to SpillHelper.SpillAt * Now spawns Vapor instead of Puddles instantly * -Review -Nullable * Reworkkkk * AABB shittery Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
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101
Content.Server/GameObjects/Components/Fluids/SprayComponent.cs
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101
Content.Server/GameObjects/Components/Fluids/SprayComponent.cs
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using System;
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Chemistry;
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using Content.Server.Interfaces;
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using Content.Shared.Chemistry;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Microsoft.EntityFrameworkCore.Update.Internal;
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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.GameObjects;
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using Robust.Shared.GameObjects.Components;
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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.Map;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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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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{
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#pragma warning disable 649
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[Dependency] private readonly IServerNotifyManager _notifyManager = default!;
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[Dependency] private readonly IServerEntityManager _serverEntityManager = default!;
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#pragma warning restore 649
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public override string Name => "Spray";
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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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/// <summary>
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/// The amount of solution to be sprayer from this solution when using it
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/// </summary>
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[ViewVariables]
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public ReagentUnit TransferAmount
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{
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get => _transferAmount;
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set => _transferAmount = value;
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}
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/// <summary>
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/// The speed at which the vapor starts when sprayed
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/// </summary>
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[ViewVariables]
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public float Velocity
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{
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get => _sprayVelocity;
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set => _sprayVelocity = value;
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}
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private SolutionComponent _contents;
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public ReagentUnit CurrentVolume => _contents.CurrentVolume;
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public override void Initialize()
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{
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base.Initialize();
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_contents = Owner.GetComponent<SolutionComponent>();
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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 _transferAmount, "transferAmount", ReagentUnit.New(10));
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serializer.DataField(ref _sprayVelocity, "sprayVelocity", 5.0f);
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serializer.DataField(ref _spraySound, "spraySound", string.Empty);
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}
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void IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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{
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if (CurrentVolume <= 0)
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{
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_notifyManager.PopupMessage(Owner, eventArgs.User, Loc.GetString("It's empty!"));
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return;
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}
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var playerPos = eventArgs.User.Transform.GridPosition;
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if (eventArgs.ClickLocation.GridID != playerPos.GridID)
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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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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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//Play sound
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EntitySystem.Get<AudioSystem>().PlayFromEntity(_spraySound, Owner);
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}
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}
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}
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