Files
tbd-station-14/Content.Server/Chemistry/Components/FoamSolutionAreaEffectComponent.cs
Paul Ritter 512d6a38c3 get that crap outta here (completely rewrites inventorysystem) (#5807)
* some work

* equip: done
unequip: todo

* unequipping done & refactored events

* workin

* movin

* reee namespaces

* stun

* mobstate

* fixes

* some work on events

* removes serverside itemcomp & misc fixes

* work

* smol merge fix

* ports template to prototype & finishes ui

* moves relay & adds containerenumerator

* actions & cuffs

* my god what is actioncode

* more fixes

* im loosing my grasp on reality

* more fixes

* more work

* explosions

* yes

* more work

* more fixes

* merge master & misc fixed because i forgot to commit before merging master

* more fixes

* fixes

* moar

* more work

* moar fixes

* suffixmap

* more work on client

* motivation low

* no. no containers

* mirroring client to server

* fixes

* move serverinvcomp

* serverinventorycomponent is dead

* gaming

* only strippable & ai left...

* only ai and richtext left

* fixes ai

* fixes

* fixes sprite layers

* more fixes

* resolves optional

* yes

* stable™️

* fixes

* moar fixes

* moar

* fix some tests

* lmao

* no comment

* good to merge™️

* fixes build but for real

* adresses some reviews

* adresses some more reviews

* nullables, yo

* fixes lobbyscreen

* timid refactor to differentiate actor & target

* adresses more reviews

* more

* my god what a mess

* removed the rest of duplicates

* removed duplicate slotflags and renamed shoes to feet

* removes another unused one

* yes

* fixes lobby & makes tryunequip return unequipped item

* fixes

* some funny renames

* fixes

* misc improvements to attemptevents

* fixes

* merge fixes

Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
2021-12-30 22:56:10 +01:00

92 lines
3.4 KiB
C#

using Content.Server.Body.Components;
using Content.Server.Body.Systems;
using Content.Server.Chemistry.EntitySystems;
using Content.Shared.FixedPoint;
using Content.Shared.Foam;
using Content.Shared.Inventory;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Chemistry.Components
{
[RegisterComponent]
[ComponentReference(typeof(SolutionAreaEffectComponent))]
public class FoamSolutionAreaEffectComponent : SolutionAreaEffectComponent
{
[Dependency] private readonly IEntityManager _entMan = default!;
public override string Name => "FoamSolutionAreaEffect";
public new const string SolutionName = "solutionArea";
[DataField("foamedMetalPrototype")] private string? _foamedMetalPrototype;
protected override void UpdateVisuals()
{
if (_entMan.TryGetComponent(Owner, out AppearanceComponent? appearance) &&
EntitySystem.Get<SolutionContainerSystem>().TryGetSolution(Owner, SolutionName, out var solution))
{
appearance.SetData(FoamVisuals.Color, solution.Color.WithAlpha(0.80f));
}
}
protected override void ReactWithEntity(EntityUid entity, double solutionFraction)
{
if (!EntitySystem.Get<SolutionContainerSystem>().TryGetSolution(Owner, SolutionName, out var solution))
return;
if (!_entMan.TryGetComponent(entity, out BloodstreamComponent? bloodstream))
return;
var invSystem = EntitySystem.Get<InventorySystem>();
// TODO: Add a permeability property to clothing
// For now it just adds to protection for each clothing equipped
var protection = 0f;
if (invSystem.TryGetSlots(entity, out var slotDefinitions))
{
foreach (var slot in slotDefinitions)
{
if (slot.Name == "back" ||
slot.Name == "pocket1" ||
slot.Name == "pocket2" ||
slot.Name == "id")
continue;
if (invSystem.TryGetSlotEntity(entity, slot.Name, out _))
protection += 0.025f;
}
}
var bloodstreamSys = EntitySystem.Get<BloodstreamSystem>();
var cloneSolution = solution.Clone();
var transferAmount = FixedPoint2.Min(cloneSolution.TotalVolume * solutionFraction * (1 - protection),
bloodstream.Solution.AvailableVolume);
var transferSolution = cloneSolution.SplitSolution(transferAmount);
bloodstreamSys.TryAddToBloodstream(entity, transferSolution, bloodstream);
}
protected override void OnKill()
{
if (_entMan.Deleted(Owner))
return;
if (_entMan.TryGetComponent(Owner, out AppearanceComponent? appearance))
{
appearance.SetData(FoamVisuals.State, true);
}
Owner.SpawnTimer(600, () =>
{
if (!string.IsNullOrEmpty(_foamedMetalPrototype))
{
_entMan.SpawnEntity(_foamedMetalPrototype, _entMan.GetComponent<TransformComponent>(Owner).Coordinates);
}
_entMan.QueueDeleteEntity(Owner);
});
}
}
}