90 lines
3.8 KiB
C#
90 lines
3.8 KiB
C#
using Content.Server.Body.Components;
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using Content.Server.Body.Systems;
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using Content.Server.Chemistry.EntitySystems;
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using Content.Server.Inventory.Components;
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using Content.Server.Items;
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using Content.Shared.FixedPoint;
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using Content.Shared.Foam;
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using Content.Shared.Inventory;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Chemistry.Components
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{
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[RegisterComponent]
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[ComponentReference(typeof(SolutionAreaEffectComponent))]
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public class FoamSolutionAreaEffectComponent : SolutionAreaEffectComponent
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{
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public override string Name => "FoamSolutionAreaEffect";
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public new const string SolutionName = "solutionArea";
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[DataField("foamedMetalPrototype")] private string? _foamedMetalPrototype;
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protected override void UpdateVisuals()
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{
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(Owner, out AppearanceComponent? appearance) &&
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EntitySystem.Get<SolutionContainerSystem>().TryGetSolution(Owner, SolutionName, out var solution))
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{
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appearance.SetData(FoamVisuals.Color, solution.Color.WithAlpha(0.80f));
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}
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}
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protected override void ReactWithEntity(EntityUid entity, double solutionFraction)
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{
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if (!EntitySystem.Get<SolutionContainerSystem>().TryGetSolution(Owner, SolutionName, out var solution))
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return;
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if (!IoCManager.Resolve<IEntityManager>().TryGetComponent(entity, out BloodstreamComponent? bloodstream))
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return;
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// TODO: Add a permeability property to clothing
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// For now it just adds to protection for each clothing equipped
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var protection = 0f;
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(entity, out InventoryComponent? inventory))
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{
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foreach (var slot in inventory.Slots)
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{
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if (slot == EquipmentSlotDefines.Slots.BACKPACK ||
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slot == EquipmentSlotDefines.Slots.POCKET1 ||
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slot == EquipmentSlotDefines.Slots.POCKET2 ||
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slot == EquipmentSlotDefines.Slots.IDCARD)
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continue;
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if (inventory.TryGetSlotItem(slot, out ItemComponent? _))
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protection += 0.025f;
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}
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}
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var bloodstreamSys = EntitySystem.Get<BloodstreamSystem>();
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var cloneSolution = solution.Clone();
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var transferAmount = FixedPoint2.Min(cloneSolution.TotalVolume * solutionFraction * (1 - protection),
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bloodstream.Solution.AvailableVolume);
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var transferSolution = cloneSolution.SplitSolution(transferAmount);
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bloodstreamSys.TryAddToBloodstream(entity, transferSolution, bloodstream);
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}
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protected override void OnKill()
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{
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if ((!IoCManager.Resolve<IEntityManager>().EntityExists(Owner) ? EntityLifeStage.Deleted : IoCManager.Resolve<IEntityManager>().GetComponent<MetaDataComponent>(Owner).EntityLifeStage) >= EntityLifeStage.Deleted)
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return;
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(Owner, out AppearanceComponent? appearance))
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{
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appearance.SetData(FoamVisuals.State, true);
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}
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Owner.SpawnTimer(600, () =>
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{
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if (!string.IsNullOrEmpty(_foamedMetalPrototype))
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{
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IoCManager.Resolve<IEntityManager>().SpawnEntity(_foamedMetalPrototype, IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(Owner).Coordinates);
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}
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IoCManager.Resolve<IEntityManager>().QueueDeleteEntity(Owner);
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});
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}
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}
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}
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