* Converted all SnapGridPositionChangedEvent subscriptions to AnchorStateChangedEvent. * Fixes power tests with new anchored requirements. * Moved AnchorableComponent into construction. AnchorableComponent now uses Transform.Anchored. * Fixed bug with nodes, power works again. * Adds lifetime stages to Component. * Update Engine to v0.4.70.
120 lines
4.2 KiB
C#
120 lines
4.2 KiB
C#
using Content.Server.Interaction.Components;
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using Content.Server.MobState.States;
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using Content.Server.Weapon.Melee;
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using Content.Shared.Chemistry;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Notification.Managers;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Maths;
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using Robust.Shared.Player;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Chemistry.Components
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{
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[RegisterComponent]
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public sealed class HyposprayComponent : SharedHyposprayComponent, ISolutionChange
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{
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[DataField("ClumsyFailChance")]
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[ViewVariables(VVAccess.ReadWrite)]
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public float ClumsyFailChance { get; set; } = 0.5f;
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[DataField("TransferAmount")]
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[ViewVariables(VVAccess.ReadWrite)]
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public ReagentUnit TransferAmount { get; set; } = ReagentUnit.New(5);
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[ComponentDependency] private readonly SolutionContainerComponent? _solution = default!;
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protected override void Initialize()
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{
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base.Initialize();
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Dirty();
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}
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public bool TryDoInject(IEntity? target, IEntity user)
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{
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if (target == null || !EligibleEntity(target))
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return false;
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var msgFormat = "You inject {0:TheName}.";
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if (target == user)
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{
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msgFormat = "You inject yourself.";
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}
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else if (EligibleEntity(user) && ClumsyComponent.TryRollClumsy(user, ClumsyFailChance))
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{
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msgFormat = "Oops! You injected yourself!";
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target = user;
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}
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if (_solution == null || _solution.CurrentVolume == 0)
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{
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user.PopupMessageCursor(Loc.GetString("It's empty!"));
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return true;
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}
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user.PopupMessage(Loc.GetString(msgFormat, target));
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if (target != user)
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{
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target.PopupMessage(Loc.GetString("You feel a tiny prick!"));
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var meleeSys = EntitySystem.Get<MeleeWeaponSystem>();
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var angle = Angle.FromWorldVec(target.Transform.WorldPosition - user.Transform.WorldPosition);
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meleeSys.SendLunge(angle, user);
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}
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SoundSystem.Play(Filter.Pvs(user), "/Audio/Items/hypospray.ogg", user);
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var targetSolution = target.GetComponent<SolutionContainerComponent>();
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// Get transfer amount. May be smaller than _transferAmount if not enough room
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var realTransferAmount = ReagentUnit.Min(TransferAmount, targetSolution.EmptyVolume);
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if (realTransferAmount <= 0)
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{
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user.PopupMessage(user, Loc.GetString("{0:TheName} is already full!", targetSolution.Owner));
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return true;
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}
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// Move units from attackSolution to targetSolution
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var removedSolution = _solution.SplitSolution(realTransferAmount);
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if (!targetSolution.CanAddSolution(removedSolution))
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{
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return true;
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}
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removedSolution.DoEntityReaction(target, ReactionMethod.Injection);
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targetSolution.TryAddSolution(removedSolution);
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static bool EligibleEntity(IEntity entity)
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{
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// TODO: Does checking for BodyComponent make sense as a "can be hypospray'd" tag?
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// In SS13 the hypospray ONLY works on mobs, NOT beakers or anything else.
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return entity.HasComponent<SolutionContainerComponent>() && entity.HasComponent<MobStateComponent>();
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}
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return true;
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}
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void ISolutionChange.SolutionChanged(SolutionChangeEventArgs eventArgs)
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{
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Dirty();
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}
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public override ComponentState GetComponentState(ICommonSession player)
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{
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if (_solution == null)
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return new HyposprayComponentState(ReagentUnit.Zero, ReagentUnit.Zero);
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return new HyposprayComponentState(_solution.CurrentVolume, _solution.MaxVolume);
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}
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}
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}
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