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