* Move entity solution entity systems to shared * Move SolutionComponents to Server * Fix namespaces * Remove Networked Component. * Fixes * Add components to ignore list
88 lines
3.2 KiB
C#
88 lines
3.2 KiB
C#
using Content.Server.Chemistry.Components.SolutionManager;
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using Content.Server.Chemistry.EntitySystems;
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using Content.Server.Fluids.Components;
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using Content.Server.Nutrition.Components;
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using Content.Shared.Nutrition.Components;
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using Content.Shared.Throwing;
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using JetBrains.Annotations;
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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.Player;
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using Robust.Shared.Random;
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namespace Content.Server.Nutrition.EntitySystems
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{
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[UsedImplicitly]
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public class DrinkSystem : EntitySystem
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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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<DrinkComponent, SolutionChangedEvent>(OnSolutionChange);
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SubscribeLocalEvent<DrinkComponent, ComponentInit>(OnDrinkInit);
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SubscribeLocalEvent<DrinkComponent, LandEvent>(HandleLand);
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}
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private void HandleLand(EntityUid uid, DrinkComponent component, LandEvent args)
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{
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if (component.Pressurized &&
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!component.Opened &&
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_random.Prob(0.25f) &&
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_solutionContainerSystem.TryGetDrainableSolution(uid, out var interactions))
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{
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component.Opened = true;
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UpdateAppearance(component);
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var entity = EntityManager.GetEntity(uid);
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var solution = _solutionContainerSystem.Drain(uid, interactions, interactions.DrainAvailable);
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solution.SpillAt(entity, "PuddleSmear");
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SoundSystem.Play(Filter.Pvs(entity), component.BurstSound.GetSound(), entity, AudioParams.Default.WithVolume(-4));
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}
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}
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private void OnDrinkInit(EntityUid uid, DrinkComponent component, ComponentInit args)
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{
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component.Opened = component.DefaultToOpened;
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var owner = EntityManager.GetEntity(uid);
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if (owner.TryGetComponent(out DrainableSolutionComponent? existingDrainable))
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{
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// Beakers have Drink component but they should use the existing Drainable
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component.SolutionName = existingDrainable.Solution;
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}
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else
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{
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_solutionContainerSystem.EnsureSolution(owner, component.SolutionName);
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}
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UpdateAppearance(component);
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}
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private void OnSolutionChange(EntityUid uid, DrinkComponent component, SolutionChangedEvent args)
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{
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UpdateAppearance(component);
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}
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public void UpdateAppearance(DrinkComponent component)
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{
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if (!component.Owner.TryGetComponent(out AppearanceComponent? appearance) ||
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!component.Owner.HasComponent<SolutionContainerManagerComponent>())
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{
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return;
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}
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var drainAvailable = Get<SolutionContainerSystem>().DrainAvailable(component.Owner);
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appearance.SetData(FoodVisuals.Visual, drainAvailable.Float());
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appearance.SetData(DrinkCanStateVisual.Opened, component.Opened);
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}
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}
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}
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