* added a lantern * Add A Lantern with radiating light * Added a GasVapor system and made a base for extinguisher spray. * switched to using solution component for fire extinguisher * made it so fire extinguisher's can run out of water vapor * Added actual Gas to Gas Vapor, now getting atmosphere for touched tiles. * Made it so gasVapor reacts and dissapates on reacting * GasVapor now dissapates exponentially while traveling * Added in-hands for fire extinguisher * Added Spraysound to gasSprayer and to fire extinguisher prototype * parameterized GasSprayer and GasVapor * removed un-used imports in gasSprayer and gasVapor components and systems * removed accidential threading import into gasmixturecomponent * add a shared extinguisher component for extinguisher spray rotation instead of piggy-backing on RogueArrow * paremeterized fuelCost and fuel name in GasSprayerComponent * Paremeterized gasAmount, removed un-used code from gasVaporComponent * Removed BaseItem Parent from Extinguisher_spray * added GasVapor and GasSprayer to Ingored Components list * reduced offset of spawned extinguisher vapor from player * Update IgnoredComponents.cs * renamed SharedExtinguisherComponent to SharedGasSprayerComponent and removed reference to RoguePointingArrow * renamed shareExtinguisherComponent to SharedGasSprayerComponent * Update Content.Server/Atmos/GasSprayerComponent.cs Added check for solution component on GasSprayer. Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/Atmos/GasSprayerComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
75 lines
2.9 KiB
C#
75 lines
2.9 KiB
C#
using Content.Server.GameObjects.Components.Chemistry;
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using Content.Server.Interfaces;
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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.Pointing;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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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.Serialization;
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namespace Content.Server.Atmos
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{
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[RegisterComponent]
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public class GasSprayerComponent : Component, IAfterInteract
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{
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#pragma warning disable 649
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[Dependency] private readonly IServerNotifyManager _notifyManager = default!;
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[Dependency] private readonly IServerEntityManager _serverEntityManager = default!;
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#pragma warning restore 649
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//TODO: create a function that can create a gas based on a solution mix
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public override string Name => "GasSprayer";
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private string _spraySound;
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private string _sprayType;
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private string _fuelType;
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private string _fuelName;
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private int _fuelCost;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _spraySound, "spraySound", string.Empty);
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serializer.DataField(ref _sprayType, "sprayType", string.Empty);
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serializer.DataField(ref _fuelType, "fuelType", string.Empty);
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serializer.DataField(ref _fuelName, "fuelName", "fuel");
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serializer.DataField(ref _fuelCost, "fuelCost", 50);
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}
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public void AfterInteract(AfterInteractEventArgs eventArgs)
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{
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if (!Owner.TryGetComponent(out SolutionComponent tank))
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return;
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if (tank.Solution.GetReagentQuantity(_fuelType) == 0)
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{
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_notifyManager.PopupMessage(Owner, eventArgs.User,
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Loc.GetString("{0:theName} is out of {1}!", Owner, _fuelName));
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}
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else
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{
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tank.TryRemoveReagent(_fuelType, ReagentUnit.New(_fuelCost));
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var playerPos = eventArgs.User.Transform.GridPosition;
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var direction = (eventArgs.ClickLocation.Position - playerPos.Position).Normalized;
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playerPos.Offset(direction/2);
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var spray = _serverEntityManager.SpawnEntity(_sprayType, playerPos);
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spray.GetComponent<AppearanceComponent>()
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.SetData(ExtinguisherVisuals.Rotation, direction.ToAngle().Degrees);
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spray.GetComponent<GasVaporComponent>().StartMove(direction, 5);
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EntitySystem.Get<AudioSystem>().PlayFromEntity(_spraySound, Owner);
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}
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}
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}
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}
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