* Add resources for cigs/matches * Add files for cigarettes * Remove Shared Components * Applied some of the suggestions * Change priority to allow matches to be set alight by matchbox * Added item for pack of cigars * Add swepts resources. Fix naming * Fix naming, implement suggestions. * Addressed Paul's suggestions * Remove unused resources * Fix Paul's suggestions
107 lines
3.9 KiB
C#
107 lines
3.9 KiB
C#
#nullable enable
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Items.Clothing;
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using Content.Shared.GameObjects.Components;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.ComponentDependencies;
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using Robust.Shared.GameObjects.Components.Timers;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Nutrition
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{
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/// <summary>
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/// This item acts as a representation for smokable consumables.
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///
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/// To smoke a cigar, you need:
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/// <list type="bullet">
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/// <item><description> a hot item (implements IHotItem interface)</description></item>
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/// <item><description> that's a alight.</description></item>
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/// <item><description> for the target cigar be Unlit. Lit cigars are already lit and butt's don't have any "fuel" left.</description></item>
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///</list>
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/// TODO: Add reagents that interact when smoking
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/// TODO: Allow suicide via excessive Smoking
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/// </summary>
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[RegisterComponent]
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public class SmokingComponent : Component, IInteractUsing, IHotItem
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{
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public override string Name => "Smoking";
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private SharedBurningStates _currentState = SharedBurningStates.Unlit;
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[ComponentDependency] private readonly ClothingComponent? _clothingComponent = default!;
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[ComponentDependency] private readonly AppearanceComponent? _appearanceComponent = default!;
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/// <summary>
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/// Duration represents how long will this item last.
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/// Generally it ticks down whether it's time-based
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/// or consumption-based.
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/// </summary>
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[ViewVariables] private int _duration;
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/// <summary>
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/// What is the temperature of the cigar?
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///
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/// For a regular cigar, the temp approaches around 400°C or 580°C
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/// dependant on where you measure.
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/// </summary>
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[ViewVariables] private float _temperature;
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[ViewVariables]
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private SharedBurningStates CurrentState
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{
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get => _currentState;
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set
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{
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_currentState = value;
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if (_clothingComponent != null)
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{
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switch (_currentState)
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{
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case SharedBurningStates.Lit:
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_clothingComponent.EquippedPrefix = "lit";
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_clothingComponent.ClothingEquippedPrefix = "lit";
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break;
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default:
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_clothingComponent.EquippedPrefix = "unlit";
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_clothingComponent.ClothingEquippedPrefix = "unlit";
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break;
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}
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}
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_appearanceComponent?.SetData(SmokingVisuals.Smoking, _currentState);
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}
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}
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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 _duration, "duration", 30);
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serializer.DataField(ref _temperature, "temperature", 673.15f);
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}
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public async Task<bool> InteractUsing(InteractUsingEventArgs eventArgs)
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{
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if (eventArgs.Using.TryGetComponent(out IHotItem? lighter)
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&& lighter.IsCurrentlyHot()
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&& CurrentState == SharedBurningStates.Unlit
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)
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{
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CurrentState = SharedBurningStates.Lit;
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// TODO More complex handling of cigar consumption
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Owner.SpawnTimer(_duration * 1000, () => CurrentState = SharedBurningStates.Burnt);
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return true;
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}
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return false;
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}
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bool IHotItem.IsCurrentlyHot()
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{
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return _currentState == SharedBurningStates.Lit;
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}
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}
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} |