131 lines
4.7 KiB
C#
131 lines
4.7 KiB
C#
using System.Linq;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Body.Components;
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using Content.Server.Body.Systems;
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using Content.Server.Chemistry.EntitySystems;
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using Content.Server.Clothing.Components;
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using Content.Server.Nutrition.Components;
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using Content.Shared.Chemistry;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.FixedPoint;
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using Content.Shared.Smoking;
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using Content.Shared.Temperature;
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using Robust.Shared.Containers;
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namespace Content.Server.Nutrition.EntitySystems
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{
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public sealed partial class SmokingSystem : EntitySystem
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{
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[Dependency] private readonly ReactiveSystem _reactiveSystem = default!;
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[Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!;
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[Dependency] private readonly BloodstreamSystem _bloodstreamSystem = default!;
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[Dependency] private readonly AtmosphereSystem _atmos = default!;
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private const float UpdateTimer = 3f;
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private float _timer = 0f;
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/// <summary>
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/// We keep a list of active smokables, because iterating all existing smokables would be dumb.
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/// </summary>
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private readonly HashSet<EntityUid> _active = new();
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public override void Initialize()
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{
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SubscribeLocalEvent<SmokableComponent, IsHotEvent>(OnSmokableIsHotEvent);
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SubscribeLocalEvent<SmokableComponent, ComponentShutdown>(OnSmokableShutdownEvent);
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InitializeCigars();
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}
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public void SetSmokableState(EntityUid uid, SmokableState state, SmokableComponent? smokable = null,
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AppearanceComponent? appearance = null, ClothingComponent? clothing = null)
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{
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if (!Resolve(uid, ref smokable, ref appearance, ref clothing))
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return;
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smokable.State = state;
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appearance.SetData(SmokingVisuals.Smoking, state);
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clothing.EquippedPrefix = state switch
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{
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SmokableState.Lit => smokable.LitPrefix,
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SmokableState.Burnt => smokable.BurntPrefix,
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_ => smokable.UnlitPrefix
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};
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if (state == SmokableState.Lit)
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_active.Add(uid);
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else
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_active.Remove(uid);
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}
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private void OnSmokableIsHotEvent(EntityUid uid, SmokableComponent component, IsHotEvent args)
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{
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args.IsHot = component.State == SmokableState.Lit;
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}
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private void OnSmokableShutdownEvent(EntityUid uid, SmokableComponent component, ComponentShutdown args)
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{
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_active.Remove(uid);
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}
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public override void Update(float frameTime)
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{
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_timer += frameTime;
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if (_timer < UpdateTimer)
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return;
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foreach (var uid in _active.ToArray())
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{
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if (!TryComp(uid, out SmokableComponent? smokable))
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{
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_active.Remove(uid);
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continue;
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}
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if (!_solutionContainerSystem.TryGetSolution(uid, smokable.Solution, out var solution))
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{
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_active.Remove(uid);
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continue;
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}
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if (smokable.ExposeTemperature > 0 && smokable.ExposeVolume > 0)
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{
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var transform = Transform(uid);
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_atmos.HotspotExpose(transform.Coordinates, smokable.ExposeTemperature, smokable.ExposeVolume, true);
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}
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var inhaledSolution = _solutionContainerSystem.SplitSolution(uid, solution, smokable.InhaleAmount * _timer);
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if (solution.TotalVolume == FixedPoint2.Zero)
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{
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RaiseLocalEvent(uid, new SmokableSolutionEmptyEvent());
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}
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if (inhaledSolution.TotalVolume == FixedPoint2.Zero)
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continue;
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// This is awful. I hate this so much.
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// TODO: Please, someone refactor containers and free me from this bullshit.
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if (!smokable.Owner.TryGetContainerMan(out var containerManager) ||
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!TryComp(containerManager.Owner, out BloodstreamComponent? bloodstream))
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continue;
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_reactiveSystem.ReactionEntity(containerManager.Owner, ReactionMethod.Ingestion, inhaledSolution);
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_bloodstreamSystem.TryAddToChemicals(containerManager.Owner, inhaledSolution, bloodstream);
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}
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_timer -= UpdateTimer;
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}
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}
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/// <summary>
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/// Directed event raised when the smokable solution is empty.
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/// </summary>
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public sealed class SmokableSolutionEmptyEvent : EntityEventArgs
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{
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}
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}
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