* serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
213 lines
7.5 KiB
C#
213 lines
7.5 KiB
C#
using System;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Chemistry;
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using Content.Shared.Audio;
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using Content.Shared.Chemistry;
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using Content.Shared.GameObjects.Components;
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using Content.Shared.GameObjects.Components.Fluids;
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using Content.Shared.GameObjects.Components.Items;
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using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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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.Maths;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Fluids
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{
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[RegisterComponent]
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class SprayComponent : SharedSprayComponent, IAfterInteract, IUse, IActivate, IDropped
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{
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public const float SprayDistance = 3f;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IServerEntityManager _serverEntityManager = default!;
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[DataField("transferAmount")]
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private ReagentUnit _transferAmount = ReagentUnit.New(10);
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[DataField("spraySound")]
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private string _spraySound;
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[DataField("sprayVelocity")]
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private float _sprayVelocity = 1.5f;
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[DataField("sprayAliveTime")]
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private float _sprayAliveTime = 0.75f;
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private TimeSpan _lastUseTime;
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private TimeSpan _cooldownEnd;
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[DataField("cooldownTime")]
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private float _cooldownTime = 0.5f;
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[DataField("sprayedPrototype")]
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private string _vaporPrototype = "Vapor";
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[DataField("vaporAmount")]
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private int _vaporAmount = 1;
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[DataField("vaporSpread")]
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private float _vaporSpread = 90f;
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[DataField("hasSafety")]
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private bool _hasSafety;
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[DataField("safety")]
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private bool _safety = true;
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/// <summary>
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/// The amount of solution to be sprayer from this solution when using it
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/// </summary>
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[ViewVariables]
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public ReagentUnit TransferAmount
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{
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get => _transferAmount;
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set => _transferAmount = value;
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}
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/// <summary>
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/// The speed at which the vapor starts when sprayed
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/// </summary>
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[ViewVariables]
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public float Velocity
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{
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get => _sprayVelocity;
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set => _sprayVelocity = value;
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}
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public string SpraySound => _spraySound;
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public ReagentUnit CurrentVolume => Owner.GetComponentOrNull<SolutionContainerComponent>()?.CurrentVolume ?? ReagentUnit.Zero;
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public override void Initialize()
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{
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base.Initialize();
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Owner.EnsureComponentWarn(out SolutionContainerComponent _);
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if (_hasSafety)
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{
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SetSafety(Owner, _safety);
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}
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}
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async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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{
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if (!ActionBlockerSystem.CanInteract(eventArgs.User))
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return false;
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if (_hasSafety && _safety)
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("Its safety is on!"));
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return true;
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}
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if (CurrentVolume <= 0)
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("It's empty!"));
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return true;
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}
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var curTime = _gameTiming.CurTime;
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if(curTime < _cooldownEnd)
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return true;
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var playerPos = eventArgs.User.Transform.Coordinates;
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if (eventArgs.ClickLocation.GetGridId(_serverEntityManager) != playerPos.GetGridId(_serverEntityManager))
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return true;
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if (!Owner.TryGetComponent(out SolutionContainerComponent contents))
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return true;
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var direction = (eventArgs.ClickLocation.Position - playerPos.Position).Normalized;
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var threeQuarters = direction * 0.75f;
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var quarter = direction * 0.25f;
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var amount = Math.Max(Math.Min((contents.CurrentVolume / _transferAmount).Int(), _vaporAmount), 1);
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var spread = _vaporSpread / amount;
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for (var i = 0; i < amount; i++)
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{
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var rotation = new Angle(direction.ToAngle() + Angle.FromDegrees(spread * i) - Angle.FromDegrees(spread * (amount-1)/2));
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var (_, diffPos) = eventArgs.ClickLocation - playerPos;
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var diffNorm = diffPos.Normalized;
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var diffLength = diffPos.Length;
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var target = eventArgs.User.Transform.Coordinates.Offset((diffNorm + rotation.ToVec()).Normalized * diffLength + quarter);
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if (target.TryDistance(Owner.EntityManager, playerPos, out var distance) && distance > SprayDistance)
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target = eventArgs.User.Transform.Coordinates.Offset(diffNorm * SprayDistance);
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var solution = contents.SplitSolution(_transferAmount);
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if (solution.TotalVolume <= ReagentUnit.Zero)
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break;
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var vapor = _serverEntityManager.SpawnEntity(_vaporPrototype, playerPos.Offset(distance < 1 ? quarter : threeQuarters));
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vapor.Transform.LocalRotation = rotation;
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if (vapor.TryGetComponent(out AppearanceComponent appearance)) // Vapor sprite should face down.
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{
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appearance.SetData(VaporVisuals.Rotation, -Angle.South + rotation);
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appearance.SetData(VaporVisuals.Color, contents.Color.WithAlpha(1f));
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appearance.SetData(VaporVisuals.State, true);
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}
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// Add the solution to the vapor and actually send the thing
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var vaporComponent = vapor.GetComponent<VaporComponent>();
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vaporComponent.TryAddSolution(solution);
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vaporComponent.Start(rotation.ToVec(), _sprayVelocity, target, _sprayAliveTime);
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}
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//Play sound
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EntitySystem.Get<AudioSystem>().PlayFromEntity(_spraySound, Owner, AudioHelpers.WithVariation(0.125f));
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_lastUseTime = curTime;
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_cooldownEnd = _lastUseTime + TimeSpan.FromSeconds(_cooldownTime);
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if (Owner.TryGetComponent(out ItemCooldownComponent cooldown))
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{
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cooldown.CooldownStart = _lastUseTime;
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cooldown.CooldownEnd = _cooldownEnd;
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}
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return true;
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}
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bool IUse.UseEntity(UseEntityEventArgs eventArgs)
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{
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ToggleSafety(eventArgs.User);
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return true;
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}
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void IActivate.Activate(ActivateEventArgs eventArgs)
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{
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ToggleSafety(eventArgs.User);
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}
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private void ToggleSafety(IEntity user)
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{
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SetSafety(user, !_safety);
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}
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private void SetSafety(IEntity user, bool state)
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{
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if (!ActionBlockerSystem.CanInteract(user) || !_hasSafety)
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return;
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_safety = state;
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if(Owner.TryGetComponent(out AppearanceComponent appearance))
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appearance.SetData(SprayVisuals.Safety, _safety);
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}
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void IDropped.Dropped(DroppedEventArgs eventArgs)
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{
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if(_hasSafety && Owner.TryGetComponent(out AppearanceComponent appearance))
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appearance.SetData(SprayVisuals.Safety, _safety);
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}
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}
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}
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