* Content side new physics structure * BroadPhase outline done * But we need to fix WorldAABB * Fix static pvs AABB * Fix import * Rando fixes * B is for balloon * Change human mob hitbox to circle * Decent movement * Start adding friction to player controller I think it's the best way to go about it to keep other objects somewhat consistent for physics. * This baby can fit so many physics bugs in it. * Slight mob mover optimisations. * Player mover kinda works okay. * Beginnings of testbed * More testbed * Circlestack bed * Namespaces * BB fixes * Pull WorldAABB * Joint pulling * Semi-decent movement I guess. * Pulling better * Bullet controller + old movement * im too dumb for this shit * Use kinematic mob controller again It's probably for the best TBH * Stashed shitcode * Remove SlipController * In which movement code is entirely refactored * Singularity fix * Fix ApplyLinearImpulse * MoveRelay fix * Fix door collisions * Disable subfloor collisions Saves on broadphase a fair bit * Re-implement ClimbController * Zumzum's pressure * Laggy item throwing * Minor atmos change * Some caching * Optimise controllers * Optimise CollideWith to hell and back * Re-do throwing and tile friction * Landing too * Optimise controllers * Move CCVars and other stuff swept is beautiful * Cleanup a bunch of controllers * Fix shooting and high pressure movement controller * Flashing improvements * Stuff and things * Combat collisions * Combat mode collisions * Pulling distance joint again * Cleanup physics interfaces * More like scuffedularity * Shit's fucked * Haha tests go green * Bigmoneycrab Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
55 lines
2.0 KiB
C#
55 lines
2.0 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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using Robust.Shared.Physics;
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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(IPhysBody ourBody, IPhysBody otherBody)
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{
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if (!otherBody.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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