* First pass * Fix access and rename banananium to bananium * Fix captialization of CookTimeInfoLabel * Fix InteractUsing calls * Remove unused [Dependency] * Replace obsolete references to Anchored with BodyType * Assign default value to shoving someone in disposals * Fix naming * Replace Initialize TryGetComponents with EnsureComponent * Rework AnchorableComponent * Fix singularity component * Replace obsolete usages of Angle.South * Fix efcore warning * Fix container tests * Fix DebugPressurePump invalid PressurePump yaml * Fix getting pathfinding region of grid 0 * Fix atmos plaque missing layer and add info message when it happens * Fix AiSteeringSystem steering in an invalid grid in entity test * Make content able to choose which log level leads to test failures * Revert container test fix for Acruid * Fix sprite, pipe and saving errors Make EntityTest print all errors instead of stopping on the first * Reorder singularity visualizer * Disable pvs for container occlusion adn simple predict reconcile, they use entities other than map ones Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
116 lines
3.5 KiB
C#
116 lines
3.5 KiB
C#
using System.Linq;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Body.Behavior;
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using Content.Server.GameObjects.Components.Culinary;
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using Content.Server.GameObjects.Components.Nutrition;
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using Content.Shared.Chemistry;
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using Content.Shared.GameObjects.Components.Body;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Shared.Utility;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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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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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Chemistry
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{
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[RegisterComponent]
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public class PillComponent : FoodComponent, IUse, IAfterInteract
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{
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public override string Name => "Pill";
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[ViewVariables]
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[DataField("useSound")]
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protected override string? UseSound { get; set; } = default;
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[ViewVariables]
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[DataField("trash")]
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protected override string? TrashPrototype { get; set; } = default;
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[ViewVariables]
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[DataField("transferAmount")]
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protected override ReagentUnit TransferAmount { get; set; } = ReagentUnit.New(1000);
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[ViewVariables]
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private SolutionContainerComponent _contents = default!;
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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 _contents);
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}
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bool IUse.UseEntity(UseEntityEventArgs eventArgs)
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{
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return TryUseFood(eventArgs.User, null);
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}
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// Feeding someone else
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async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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{
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if (eventArgs.Target == null)
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{
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return false;
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}
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TryUseFood(eventArgs.User, eventArgs.Target);
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return true;
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}
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public override bool TryUseFood(IEntity? user, IEntity? target, UtensilComponent? utensilUsed = null)
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{
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if (user == null)
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{
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return false;
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}
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var trueTarget = target ?? user;
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if (!trueTarget.TryGetComponent(out IBody? body) ||
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!body.TryGetMechanismBehaviors<StomachBehavior>(out var stomachs))
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{
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return false;
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}
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if (!user.InRangeUnobstructed(trueTarget, popup: true))
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{
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return false;
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}
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var transferAmount = ReagentUnit.Min(TransferAmount, _contents.CurrentVolume);
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var split = _contents.SplitSolution(transferAmount);
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var firstStomach = stomachs.FirstOrDefault(stomach => stomach.CanTransferSolution(split));
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if (firstStomach == null)
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{
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_contents.TryAddSolution(split);
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trueTarget.PopupMessage(user, Loc.GetString("You can't eat any more!"));
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return false;
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}
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// TODO: Account for partial transfer.
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split.DoEntityReaction(trueTarget, ReactionMethod.Ingestion);
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firstStomach.TryTransferSolution(split);
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if (UseSound != null)
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{
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SoundSystem.Play(Filter.Pvs(trueTarget), UseSound, trueTarget, AudioParams.Default.WithVolume(-1f));
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}
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trueTarget.PopupMessage(user, Loc.GetString("You swallow the pill."));
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Owner.Delete();
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return true;
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}
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}
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}
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