Combine solution injection systems; Fix embeddable injectors (#26268)
* Combine injection systems * Update Content.Server/Chemistry/EntitySystems/SolutionInjectOnEventSystem.cs --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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using Content.Server.Body.Components;
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using Content.Server.Body.Systems;
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using Content.Server.Chemistry.Components;
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using Content.Server.Chemistry.Containers.EntitySystems;
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using Content.Shared.Inventory;
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using Content.Shared.Popups;
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using Content.Shared.Projectiles;
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using Content.Shared.Tag;
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using Content.Shared.Weapons.Melee.Events;
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namespace Content.Server.Chemistry.EntitySystems;
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/// <summary>
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/// System for handling the different inheritors of <see cref="BaseSolutionInjectOnEventComponent"/>.
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/// Subscribes to relevent events and performs solution injections when they are raised.
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/// </summary>
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public sealed class SolutionInjectOnCollideSystem : EntitySystem
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{
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[Dependency] private readonly BloodstreamSystem _bloodstream = default!;
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[Dependency] private readonly InventorySystem _inventory = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SolutionContainerSystem _solutionContainer = default!;
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[Dependency] private readonly TagSystem _tag = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SolutionInjectOnProjectileHitComponent, ProjectileHitEvent>(HandleProjectileHit);
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SubscribeLocalEvent<SolutionInjectOnEmbedComponent, EmbedEvent>(HandleEmbed);
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SubscribeLocalEvent<MeleeChemicalInjectorComponent, MeleeHitEvent>(HandleMeleeHit);
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}
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private void HandleProjectileHit(Entity<SolutionInjectOnProjectileHitComponent> entity, ref ProjectileHitEvent args)
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{
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DoInjection((entity.Owner, entity.Comp), args.Target, args.Shooter);
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}
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private void HandleEmbed(Entity<SolutionInjectOnEmbedComponent> entity, ref EmbedEvent args)
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{
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DoInjection((entity.Owner, entity.Comp), args.Embedded, args.Shooter);
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}
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private void HandleMeleeHit(Entity<MeleeChemicalInjectorComponent> entity, ref MeleeHitEvent args)
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{
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// MeleeHitEvent is weird, so we have to filter to make sure we actually
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// hit something and aren't just examining the weapon.
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if (args.IsHit)
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TryInjectTargets((entity.Owner, entity.Comp), args.HitEntities, args.User);
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}
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private void DoInjection(Entity<BaseSolutionInjectOnEventComponent> injectorEntity, EntityUid target, EntityUid? source = null)
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{
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TryInjectTargets(injectorEntity, [target], source);
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}
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/// <summary>
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/// Filters <paramref name="targets"/> for valid targets and tries to inject a portion of <see cref="BaseSolutionInjectOnEventComponent.Solution"/> into
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/// each valid target's bloodstream.
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/// </summary>
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/// <remarks>
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/// Targets are invalid if any of the following are true:
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/// <list type="bullet">
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/// <item>The target does not have a bloodstream.</item>
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/// <item><see cref="BaseSolutionInjectOnEventComponent.PierceArmor"/> is false and the target is wearing a hardsuit.</item>
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/// <item><see cref="BaseSolutionInjectOnEventComponent.BlockSlots"/> is not NONE and the target has an item equipped in any of the specified slots.</item>
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/// </list>
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/// </remarks>
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/// <returns>true if at least one target was successfully injected, otherwise false</returns>
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private bool TryInjectTargets(Entity<BaseSolutionInjectOnEventComponent> injector, IReadOnlyList<EntityUid> targets, EntityUid? source = null)
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{
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// Make sure we have at least one target
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if (targets.Count == 0)
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return false;
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// Get the solution to inject
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if (!_solutionContainer.TryGetSolution(injector.Owner, injector.Comp.Solution, out var injectorSolution))
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return false;
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// Build a list of bloodstreams to inject into
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var targetBloodstreams = new ValueList<Entity<BloodstreamComponent>>();
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foreach (var target in targets)
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{
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if (Deleted(target))
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continue;
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// Yuck, this is way to hardcodey for my tastes
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// TODO blocking injection with a hardsuit should probably done with a cancellable event or something
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if (!injector.Comp.PierceArmor && _inventory.TryGetSlotEntity(target, "outerClothing", out var suit) && _tag.HasTag(suit.Value, "Hardsuit"))
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{
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// Only show popup to attacker
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if (source != null)
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_popup.PopupEntity(Loc.GetString(injector.Comp.BlockedByHardsuitPopupMessage, ("weapon", injector.Owner), ("target", target)), target, source.Value, PopupType.SmallCaution);
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continue;
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}
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// Check if the target has anything equipped in a slot that would block injection
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if (injector.Comp.BlockSlots != SlotFlags.NONE)
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{
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var blocked = false;
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var containerEnumerator = _inventory.GetSlotEnumerator(target, injector.Comp.BlockSlots);
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while (containerEnumerator.MoveNext(out var container))
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{
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if (container.ContainedEntity != null)
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{
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blocked = true;
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break;
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}
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}
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if (blocked)
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continue;
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}
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// Make sure the target has a bloodstream
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if (!TryComp<BloodstreamComponent>(target, out var bloodstream))
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continue;
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// Checks passed; add this target's bloodstream to the list
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targetBloodstreams.Add((target, bloodstream));
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}
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// Make sure we got at least one bloodstream
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if (targetBloodstreams.Count == 0)
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return false;
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// Extract total needed solution from the injector
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var removedSolution = _solutionContainer.SplitSolution(injectorSolution.Value, injector.Comp.TransferAmount * targetBloodstreams.Count);
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// Adjust solution amount based on transfer efficiency
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var solutionToInject = removedSolution.SplitSolution(removedSolution.Volume * injector.Comp.TransferEfficiency);
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// Calculate how much of the adjusted solution each target will get
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var volumePerBloodstream = solutionToInject.Volume * (1f / targetBloodstreams.Count);
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var anySuccess = false;
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foreach (var targetBloodstream in targetBloodstreams)
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{
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// Take our portion of the adjusted solution for this target
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var individualInjection = solutionToInject.SplitSolution(volumePerBloodstream);
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// Inject our portion into the target's bloodstream
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if (_bloodstream.TryAddToChemicals(targetBloodstream.Owner, individualInjection, targetBloodstream.Comp))
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anySuccess = true;
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}
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// Huzzah!
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return anySuccess;
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}
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}
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