* Engine namespace changes.
* Automated remove redundant using statements.
* Simplified Graphics namespace.
* Apparently the container system stores full type names in the map file.😞 This updates those names.
* API Changes to LocalizationManager.LoadCulture.
* Update submodule to v0.3.2
54 lines
1.9 KiB
C#
54 lines
1.9 KiB
C#
using Content.Server.GameObjects.Components.Body.Circulatory;
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using Content.Server.GameObjects.Components.Chemistry;
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using Content.Shared.Chemistry;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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using System;
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namespace Content.Server.GameObjects.Components.Projectiles
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{
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[RegisterComponent]
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public class ChemicalInjectionProjectileComponent : Component, ICollideBehavior
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{
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public override string Name => "ChemicalInjectionProjectile";
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[ViewVariables]
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private SolutionContainerComponent _solutionContainer;
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[ViewVariables(VVAccess.ReadWrite)]
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public ReagentUnit TransferAmount { get; set; }
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[ViewVariables(VVAccess.ReadWrite)]
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public float TransferEfficiency { get => _transferEfficiency; set => _transferEfficiency = Math.Clamp(value, 0, 1); }
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private float _transferEfficiency;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(this, x => x.TransferAmount, "transferAmount", ReagentUnit.New(1));
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serializer.DataField(ref _transferEfficiency, "transferEfficiency", 1f);
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}
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public override void Initialize()
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{
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base.Initialize();
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_solutionContainer = Owner.EnsureComponent<SolutionContainerComponent>();
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}
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void ICollideBehavior.CollideWith(IEntity entity)
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{
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if (!entity.TryGetComponent<BloodstreamComponent>(out var bloodstream))
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return;
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var solution = _solutionContainer.Solution;
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var solRemoved = solution.SplitSolution(TransferAmount);
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var solRemovedVol = solRemoved.TotalVolume;
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var solToInject = solRemoved.SplitSolution(solRemovedVol * TransferEfficiency);
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bloodstream.TryTransferSolution(solToInject);
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}
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}
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}
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