* starter API * network ID cards * Port more stuff from old identity * Re-implement identity representation + name updating * move * proper name returning for `IdentityName` * move everything important to server, give in to temptation * shared / server / client split sadly. move ensure to shared and spawn to server * identity update queueing + identityblocker * fixes * and just like that it's usable for admins * huge identity pass * pass dos * jesus christ * figs :D * fuck u * fix bad merge. Co-authored-by: Moony <moonheart08@users.noreply.github.com>
132 lines
5.2 KiB
C#
132 lines
5.2 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Server.Chemistry.Components.SolutionManager;
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using Content.Server.Chemistry.EntitySystems;
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using Content.Server.Interaction.Components;
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using Content.Server.Weapon.Melee;
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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.FixedPoint;
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using Content.Shared.IdentityManagement;
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using Content.Shared.MobState.Components;
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using Content.Shared.Popups;
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using Content.Shared.Sound;
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using Robust.Shared.Audio;
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using Robust.Shared.Player;
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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
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{
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[Dependency] private readonly IEntityManager _entMan = default!;
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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 FixedPoint2 TransferAmount { get; set; } = FixedPoint2.New(5);
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[DataField("injectSound")]
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private SoundSpecifier _injectSound = new SoundPathSpecifier("/Audio/Items/hypospray.ogg");
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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(EntityUid? target, EntityUid user)
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{
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if (!EligibleEntity(target, _entMan))
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return false;
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string? msgFormat = null;
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if (target == user)
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{
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msgFormat = "hypospray-component-inject-self-message";
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}
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else if (EligibleEntity(user, _entMan) && ClumsyComponent.TryRollClumsy(user, ClumsyFailChance))
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{
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msgFormat = "hypospray-component-inject-self-clumsy-message";
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target = user;
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}
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var solutionsSys = EntitySystem.Get<SolutionContainerSystem>();
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solutionsSys.TryGetSolution(Owner, SolutionName, out var hypoSpraySolution);
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if (hypoSpraySolution == null || hypoSpraySolution.CurrentVolume == 0)
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{
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user.PopupMessageCursor(Loc.GetString("hypospray-component-empty-message"));
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return true;
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}
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if (!solutionsSys.TryGetInjectableSolution(target.Value, out var targetSolution))
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{
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user.PopupMessage(user,
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Loc.GetString("hypospray-cant-inject", ("target", Identity.Entity(target.Value, _entMan))));
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return false;
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}
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user.PopupMessage(Loc.GetString(msgFormat ?? "hypospray-component-inject-other-message",
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("other", target)));
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if (target != user)
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{
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target.Value.PopupMessage(Loc.GetString("hypospray-component-feel-prick-message"));
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var meleeSys = EntitySystem.Get<MeleeWeaponSystem>();
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var angle = Angle.FromWorldVec(_entMan.GetComponent<TransformComponent>(target.Value).WorldPosition - _entMan.GetComponent<TransformComponent>(user).WorldPosition);
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meleeSys.SendLunge(angle, user);
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}
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SoundSystem.Play(_injectSound.GetSound(), Filter.Pvs(user), user);
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// Get transfer amount. May be smaller than _transferAmount if not enough room
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var realTransferAmount = FixedPoint2.Min(TransferAmount, targetSolution.AvailableVolume);
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if (realTransferAmount <= 0)
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{
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user.PopupMessage(user,
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Loc.GetString("hypospray-component-transfer-already-full-message",
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("owner", target)));
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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 =
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EntitySystem.Get<SolutionContainerSystem>()
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.SplitSolution(Owner, hypoSpraySolution, 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.Value, ReactionMethod.Injection);
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EntitySystem.Get<SolutionContainerSystem>().TryAddSolution(target.Value, targetSolution, removedSolution);
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static bool EligibleEntity([NotNullWhen(true)] EntityUid? entity, IEntityManager entMan)
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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 entMan.HasComponent<SolutionContainerManagerComponent>(entity)
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&& entMan.HasComponent<MobStateComponent>(entity);
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}
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return true;
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}
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public override ComponentState GetComponentState()
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{
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var solutionSys = _entMan.EntitySysManager.GetEntitySystem<SolutionContainerSystem>();
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return solutionSys.TryGetSolution(Owner, SolutionName, out var solution)
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? new HyposprayComponentState(solution.CurrentVolume, solution.MaxVolume)
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: new HyposprayComponentState(FixedPoint2.Zero, FixedPoint2.Zero);
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}
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}
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}
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