* 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>
128 lines
4.9 KiB
C#
128 lines
4.9 KiB
C#
using Content.Server.Chemistry.Components.SolutionManager;
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using Content.Server.Chemistry.EntitySystems;
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using Content.Server.Hands.Components;
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using Content.Server.Nutrition.Components;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Examine;
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using Content.Shared.FixedPoint;
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using Content.Shared.Interaction;
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using Content.Shared.Item;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Player;
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namespace Content.Server.Nutrition.EntitySystems
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{
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internal class SliceableFoodSystem : EntitySystem
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{
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[Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SliceableFoodComponent, ExaminedEvent>(OnExamined);
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SubscribeLocalEvent<SliceableFoodComponent, InteractUsingEvent>(OnInteractUsing);
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SubscribeLocalEvent<SliceableFoodComponent, ComponentStartup>(OnComponentStartup);
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}
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private void OnInteractUsing(EntityUid uid, SliceableFoodComponent component, InteractUsingEvent args)
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{
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if (args.Handled)
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return;
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if (TrySliceFood(uid, args.User, args.Used, component))
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args.Handled = true;
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}
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private bool TrySliceFood(EntityUid uid, EntityUid user, EntityUid usedItem,
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SliceableFoodComponent? component = null, FoodComponent? food = null, TransformComponent? transform = null)
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{
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if (!Resolve(uid, ref component, ref food, ref transform) ||
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string.IsNullOrEmpty(component.Slice))
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{
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return false;
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}
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if (!_solutionContainerSystem.TryGetSolution(uid, food.SolutionName, out var solution))
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{
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return false;
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}
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if (!EntityManager.TryGetComponent(usedItem, out UtensilComponent ? utensil) || (utensil.Types & UtensilType.Knife) == 0)
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{
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return false;
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}
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var sliceUid = EntityManager.SpawnEntity(component.Slice, transform.Coordinates);
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var lostSolution = _solutionContainerSystem.SplitSolution(uid, solution,
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solution.CurrentVolume / FixedPoint2.New(component.Count));
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// Fill new slice
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FillSlice(sliceUid, lostSolution);
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if (EntityManager.TryGetComponent(user, out HandsComponent? handsComponent))
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{
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if (ContainerHelpers.IsInContainer(component.Owner))
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{
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handsComponent.PutInHandOrDrop(EntityManager.GetComponent<SharedItemComponent>(sliceUid));
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}
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}
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SoundSystem.Play(Filter.Pvs(uid), component.Sound.GetSound(), transform.Coordinates,
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AudioParams.Default.WithVolume(-2));
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component.Count--;
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// If someone makes food proto with 1 slice...
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if (component.Count < 1)
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{
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EntityManager.DeleteEntity(uid);
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return true;
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}
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// Split last slice
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if (component.Count == 1) {
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var lastSlice = EntityManager.SpawnEntity(component.Slice, transform.Coordinates);
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// Fill last slice with the rest of the solution
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FillSlice(lastSlice, solution);
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EntityManager.DeleteEntity(uid);
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}
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return true;
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}
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private void FillSlice(EntityUid sliceUid, Solution solution)
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{
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// Replace all reagents on prototype not just copying poisons (example: slices of eaten pizza should have less nutrition)
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if (EntityManager.TryGetComponent<FoodComponent>(sliceUid, out var sliceFoodComp) &&
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_solutionContainerSystem.TryGetSolution(sliceUid, sliceFoodComp.SolutionName, out var itsSolution))
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{
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_solutionContainerSystem.RemoveAllSolution(sliceUid, itsSolution);
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var lostSolutionPart = solution.SplitSolution(itsSolution.AvailableVolume);
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_solutionContainerSystem.TryAddSolution(sliceUid, itsSolution, lostSolutionPart);
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}
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}
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private void OnComponentStartup(EntityUid uid, SliceableFoodComponent component, ComponentStartup args)
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{
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component.Count = component.TotalCount;
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var foodComp = EntityManager.EnsureComponent<FoodComponent>(uid);
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EntityManager.EnsureComponent<SolutionContainerManagerComponent>(uid);
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_solutionContainerSystem.EnsureSolution(uid, foodComp.SolutionName);
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}
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private void OnExamined(EntityUid uid, SliceableFoodComponent component, ExaminedEvent args)
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{
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args.PushMarkup(Loc.GetString("sliceable-food-component-on-examine-remaining-slices-text", ("remainingCount", component.Count)));
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}
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}
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}
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