Reagent interactivity (pt. 1) (#15130)
* Puddle slippy * spillable melee * splash spilling! * splat melee sound * p
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@@ -1,8 +1,13 @@
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using Content.Server.Chemistry.EntitySystems;
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using Content.Server.Fluids.Components;
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using Content.Shared.Chemistry;
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using Content.Shared.Chemistry.Reaction;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Examine;
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using Content.Shared.FixedPoint;
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using Content.Shared.Fluids;
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using Content.Shared.Popups;
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using Content.Shared.Slippery;
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using Content.Shared.StepTrigger.Components;
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using Content.Shared.StepTrigger.Systems;
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using JetBrains.Annotations;
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@@ -11,6 +16,7 @@ using Robust.Shared.Map;
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using Robust.Shared.Player;
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using Solution = Content.Shared.Chemistry.Components.Solution;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server.Fluids.EntitySystems
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{
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@@ -21,7 +27,10 @@ namespace Content.Server.Fluids.EntitySystems
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[Dependency] private readonly FluidSpreaderSystem _fluidSpreaderSystem = default!;
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[Dependency] private readonly StepTriggerSystem _stepTrigger = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly ReactiveSystem _reactive = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly IPrototypeManager _protoMan = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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public static float PuddleVolume = 1000;
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@@ -38,6 +47,7 @@ namespace Content.Server.Fluids.EntitySystems
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SubscribeLocalEvent<PuddleComponent, ExaminedEvent>(HandlePuddleExamined);
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SubscribeLocalEvent<PuddleComponent, SolutionChangedEvent>(OnSolutionUpdate);
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SubscribeLocalEvent<PuddleComponent, ComponentInit>(OnPuddleInit);
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SubscribeLocalEvent<PuddleComponent, SlipEvent>(OnPuddleSlip);
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}
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public override void Update(float frameTime)
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@@ -55,6 +65,29 @@ namespace Content.Server.Fluids.EntitySystems
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_solutionContainerSystem.EnsureSolution(uid, component.SolutionName, FixedPoint2.New(PuddleVolume), out _);
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}
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private void OnPuddleSlip(EntityUid uid, PuddleComponent component, ref SlipEvent args)
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{
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// Reactive entities have a chance to get a touch reaction from slipping on a puddle
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// (i.e. it is implied they fell face first onto it or something)
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if (!HasComp<ReactiveComponent>(args.Slipped))
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return;
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// Eventually probably have some system of 'body coverage' to tweak the probability but for now just 0.5
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// (implying that spacemen have a 50% chance to either land on their ass or their face)
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if (!_random.Prob(0.5f))
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return;
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if (!_solutionContainerSystem.TryGetSolution(uid, component.SolutionName, out var solution))
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return;
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_popup.PopupEntity(Loc.GetString("puddle-component-slipped-touch-reaction", ("puddle", uid)),
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args.Slipped, args.Slipped, PopupType.SmallCaution);
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// Take 15% of the puddle solution
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var splitSol = _solutionContainerSystem.SplitSolution(uid, solution, solution.Volume * 0.15f);
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_reactive.DoEntityReaction(args.Slipped, splitSol, ReactionMethod.Touch);
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}
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private void OnSolutionUpdate(EntityUid uid, PuddleComponent component, SolutionChangedEvent args)
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{
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if (args.Solution.Name != component.SolutionName)
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