Add ability to shake fizzy drinks so they spray in peoples' faces (#25574)
* Implemented Shakeable * Prevent shaking open Openables * Prevent shaking empty drinks. Moved part of DrinkSystem to Shared. * DrinkSystem can have a little more prediction, as a treat * Cleanup * Overhauled PressurizedDrink * Make soda cans/bottles and champagne shakeable. The drink shaker too, for fun. * We do a little refactoring. PressurizedDrink is now PressurizedSolution, and fizziness now only works on solutions containing a reagent marked as fizzy. * Documentation, cleanup, and tweaks. * Changed fizziness calculation to use a cubic-out easing curve. * Removed broken YAML that has avoid the linter's wrath for far too long * Changed reagent fizzy bool to fizziness float. Solution fizzability now scales with reagent proportion. * Rename file to match changed class name * DoAfter improvements. Cancel if the user moves away; block if no hands. * Match these filenames too * And this one * guh * Updated to use Shared puddle methods * Various fixes and improvements. * Made AttemptShakeEvent a struct * AttemptAddFizzinessEvent too
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Content.Shared/Nutrition/Components/DrinkComponent.cs
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Content.Shared/Nutrition/Components/DrinkComponent.cs
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using Content.Shared.Nutrition.EntitySystems;
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using Content.Shared.FixedPoint;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Nutrition.Components;
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[NetworkedComponent, AutoGenerateComponentState]
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[RegisterComponent, Access(typeof(SharedDrinkSystem))]
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public sealed partial class DrinkComponent : Component
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{
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[DataField]
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public string Solution = "drink";
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[DataField, AutoNetworkedField]
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public SoundSpecifier UseSound = new SoundPathSpecifier("/Audio/Items/drink.ogg");
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[DataField, AutoNetworkedField]
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public FixedPoint2 TransferAmount = FixedPoint2.New(5);
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/// <summary>
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/// How long it takes to drink this yourself.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float Delay = 1;
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[DataField, AutoNetworkedField]
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public bool Examinable = true;
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/// <summary>
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/// If true, trying to drink when empty will not handle the event.
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/// This means other systems such as equipping on use can run.
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/// Example usecase is the bucket.
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/// </summary>
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[DataField]
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public bool IgnoreEmpty;
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/// <summary>
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/// This is how many seconds it takes to force feed someone this drink.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float ForceFeedDelay = 3;
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}
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