* Shelve * 22 file diff * What if it was just better * Hold that thought * Near final Commit, then YAML hell * 95% done with cs * Working Commit * Final Commit (Before reviews tear it apart and kill me) * Add a really stupid comment. * KILL * EXPLODE TEST FAILS WITH MY MIND * I hate it here * TACTICAL NUCLEAR STRIKE * Wait what the fuck was I doing? * Comments * Me when I'm stupid * Food doesn't need solutions * API improvements with some API weirdness * Move non-API out of API * Better comment * Fixes and spelling mistakes * Final fixes * Final fixes for real... * Kill food and drink localization files because I hate them. * Water droplet fix * Utensil fixes * Fix verb priority (It should've been 2) * A few minor localization fixes * merge conflict and stuff * MERGE CONFLICT NUCLEAR WAR!!! * Cleanup --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
171 lines
6.4 KiB
C#
171 lines
6.4 KiB
C#
using Content.Server.DoAfter;
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using Content.Server.Nutrition.Components;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Nutrition;
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using Content.Shared.Nutrition.Components;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.DoAfter;
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using Content.Shared.FixedPoint;
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using Content.Shared.Interaction;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Random;
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using Robust.Shared.Containers;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Systems;
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using Content.Shared.Destructible;
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namespace Content.Server.Nutrition.EntitySystems;
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public sealed class SliceableFoodSystem : EntitySystem
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{
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[Dependency] private readonly SharedSolutionContainerSystem _solutionContainer = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedDestructibleSystem _destroy = default!;
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[Dependency] private readonly TransformSystem _transform = default!;
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[Dependency] private readonly DoAfterSystem _doAfter = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly SharedContainerSystem _container = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = 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, InteractUsingEvent>(OnInteractUsing);
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SubscribeLocalEvent<SliceableFoodComponent, SliceFoodDoAfterEvent>(OnSlicedoAfter);
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SubscribeLocalEvent<SliceableFoodComponent, ComponentStartup>(OnComponentStartup);
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}
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private void OnInteractUsing(Entity<SliceableFoodComponent> entity, ref InteractUsingEvent args)
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{
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if (args.Handled)
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return;
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if (!TryComp<UtensilComponent>(args.Used, out var utensil) || (utensil.Types & UtensilType.Knife) == 0)
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return;
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var doAfterArgs = new DoAfterArgs(EntityManager,
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args.User,
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entity.Comp.SliceTime,
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new SliceFoodDoAfterEvent(),
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entity,
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entity,
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args.Used)
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{
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BreakOnDamage = true,
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BreakOnMove = true,
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NeedHand = true,
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};
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args.Handled = _doAfter.TryStartDoAfter(doAfterArgs);
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}
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private void OnSlicedoAfter(Entity<SliceableFoodComponent> entity, ref SliceFoodDoAfterEvent args)
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{
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if (args.Cancelled || args.Handled || args.Args.Target == null)
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return;
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if (TrySliceFood(entity.Owner, args.User, args.Used))
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args.Handled = true;
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}
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private bool TrySliceFood(Entity<TransformComponent?, SliceableFoodComponent?, EdibleComponent?> entity,
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EntityUid user,
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EntityUid? usedItem)
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{
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if (!Resolve(entity, ref entity.Comp1, ref entity.Comp2, ref entity.Comp3) || string.IsNullOrEmpty(entity.Comp2.Slice))
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return false;
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if (!_solutionContainer.TryGetSolution(entity.Owner, entity.Comp3.Solution, out var soln, out var solution))
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return false;
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if (!TryComp<UtensilComponent>(usedItem, out var utensil) || (utensil.Types & UtensilType.Knife) == 0)
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return false;
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var sliceVolume = solution.Volume / FixedPoint2.New(entity.Comp2.TotalCount);
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for (int i = 0; i < entity.Comp2.TotalCount; i++)
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{
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var sliceUid = Slice(entity, user);
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var lostSolution =
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_solutionContainer.SplitSolution(soln.Value, sliceVolume);
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// Fill new slice
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FillSlice(sliceUid, lostSolution);
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}
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_audio.PlayPvs(entity.Comp2.Sound, entity.Comp1.Coordinates, AudioParams.Default.WithVolume(-2));
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var ev = new SliceFoodEvent();
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RaiseLocalEvent(entity, ref ev);
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DeleteFood(entity, user);
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return true;
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}
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/// <summary>
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/// Create a new slice in the world and returns its entity.
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/// The solutions must be set afterwards.
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/// </summary>
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public EntityUid Slice(Entity<TransformComponent?, SliceableFoodComponent?> entity, EntityUid user)
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{
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if (!Resolve(entity, ref entity.Comp1, ref entity.Comp2))
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return EntityUid.Invalid;
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var sliceUid = Spawn(entity.Comp2.Slice, _transform.GetMapCoordinates((entity, entity.Comp1)));
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// try putting the slice into the container if the food being sliced is in a container!
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// this lets you do things like slice a pizza up inside of a hot food cart without making a food-everywhere mess
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_transform.DropNextTo(sliceUid, entity);
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_transform.SetLocalRotation(sliceUid, 0);
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if (!_container.IsEntityOrParentInContainer(sliceUid))
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{
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var randVect = _random.NextVector2(2.0f, 2.5f);
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if (TryComp<PhysicsComponent>(sliceUid, out var physics))
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_physics.SetLinearVelocity(sliceUid, randVect, body: physics);
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}
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return sliceUid;
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}
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private void DeleteFood(EntityUid uid, EntityUid user)
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{
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var ev = new BeforeFullySlicedEvent
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{
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User = user
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};
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RaiseLocalEvent(uid, ev);
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if (ev.Cancelled)
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return;
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_destroy.DestroyEntity(uid);
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}
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private void FillSlice(Entity<EdibleComponent?> slice, Solution solution)
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{
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if (!Resolve(slice, ref slice.Comp, false))
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return;
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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 (!_solutionContainer.TryGetSolution(slice.Owner, slice.Comp.Solution, out var itsSoln, out var itsSolution))
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return;
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_solutionContainer.RemoveAllSolution(itsSoln.Value);
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var lostSolutionPart = solution.SplitSolution(itsSolution.AvailableVolume);
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_solutionContainer.TryAddSolution(itsSoln.Value, lostSolutionPart);
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}
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private void OnComponentStartup(Entity<SliceableFoodComponent> entity, ref ComponentStartup args)
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{
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// TODO: When Food Component is fully kill delete this awful method
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// This exists just to make tests fail I guess, awesome!
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// If you're here because your test just failed, make sure that:
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// Your food has the edible component
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// The solution listed in the edible component exists
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var foodComp = EnsureComp<EdibleComponent>(entity);
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_solutionContainer.EnsureSolution(entity.Owner, foodComp.Solution, out _);
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}
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}
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