Files
tbd-station-14/Content.Server/GameObjects/Components/Projectiles/ChemicalInjectionProjectileComponent.cs
metalgearsloth 3e64fd56a1 Physics (#3452)
* 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>
2021-03-01 03:11:29 +11:00

55 lines
2.0 KiB
C#

using Content.Server.GameObjects.Components.Body.Circulatory;
using Content.Server.GameObjects.Components.Chemistry;
using Content.Shared.Chemistry;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
using System;
using Robust.Shared.Physics;
namespace Content.Server.GameObjects.Components.Projectiles
{
[RegisterComponent]
public class ChemicalInjectionProjectileComponent : Component, ICollideBehavior
{
public override string Name => "ChemicalInjectionProjectile";
[ViewVariables]
private SolutionContainerComponent _solutionContainer;
[ViewVariables(VVAccess.ReadWrite)]
public ReagentUnit TransferAmount { get; set; }
[ViewVariables(VVAccess.ReadWrite)]
public float TransferEfficiency { get => _transferEfficiency; set => _transferEfficiency = Math.Clamp(value, 0, 1); }
private float _transferEfficiency;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(this, x => x.TransferAmount, "transferAmount", ReagentUnit.New(1));
serializer.DataField(ref _transferEfficiency, "transferEfficiency", 1f);
}
public override void Initialize()
{
base.Initialize();
_solutionContainer = Owner.EnsureComponent<SolutionContainerComponent>();
}
void ICollideBehavior.CollideWith(IPhysBody ourBody, IPhysBody otherBody)
{
if (!otherBody.Entity.TryGetComponent<BloodstreamComponent>(out var bloodstream))
return;
var solution = _solutionContainer.Solution;
var solRemoved = solution.SplitSolution(TransferAmount);
var solRemovedVol = solRemoved.TotalVolume;
var solToInject = solRemoved.SplitSolution(solRemovedVol * TransferEfficiency);
bloodstream.TryTransferSolution(solToInject);
}
}
}