Files
tbd-station-14/Content.Server/GameObjects/Components/Nutrition/SmokingComponent.cs
Ygg01 c01b1d5c05 Add cigarettes and matches to SS14 (#2522)
* 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
2021-01-11 00:17:28 +01:00

107 lines
3.9 KiB
C#

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