Files
tbd-station-14/Content.Server/Chemistry/Components/FoamSolutionAreaEffectComponent.cs
Javier Guardia Fernández af579b15cc Update to .NET 6 and C# 10 (#5233)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2021-11-09 15:05:07 +01:00

87 lines
3.2 KiB
C#

using Content.Server.Body.Circulatory;
using Content.Server.Chemistry.EntitySystems;
using Content.Server.Inventory.Components;
using Content.Server.Items;
using Content.Shared.FixedPoint;
using Content.Shared.Foam;
using Content.Shared.Inventory;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Chemistry.Components
{
[RegisterComponent]
[ComponentReference(typeof(SolutionAreaEffectComponent))]
public class FoamSolutionAreaEffectComponent : SolutionAreaEffectComponent
{
public override string Name => "FoamSolutionAreaEffect";
public new const string SolutionName = "foam";
[DataField("foamedMetalPrototype")] private string? _foamedMetalPrototype;
protected override void UpdateVisuals()
{
if (Owner.TryGetComponent(out AppearanceComponent? appearance) &&
EntitySystem.Get<SolutionContainerSystem>().TryGetSolution(Owner.Uid, SolutionName, out var solution))
{
appearance.SetData(FoamVisuals.Color, solution.Color.WithAlpha(0.80f));
}
}
protected override void ReactWithEntity(IEntity entity, double solutionFraction)
{
if (!EntitySystem.Get<SolutionContainerSystem>().TryGetSolution(Owner.Uid, SolutionName, out var solution))
return;
if (!entity.TryGetComponent(out BloodstreamComponent? bloodstream))
return;
// TODO: Add a permeability property to clothing
// For now it just adds to protection for each clothing equipped
var protection = 0f;
if (entity.TryGetComponent(out InventoryComponent? inventory))
{
foreach (var slot in inventory.Slots)
{
if (slot == EquipmentSlotDefines.Slots.BACKPACK ||
slot == EquipmentSlotDefines.Slots.POCKET1 ||
slot == EquipmentSlotDefines.Slots.POCKET2 ||
slot == EquipmentSlotDefines.Slots.IDCARD)
continue;
if (inventory.TryGetSlotItem(slot, out ItemComponent? _))
protection += 0.025f;
}
}
var cloneSolution = solution.Clone();
var transferAmount = FixedPoint2.Min(cloneSolution.TotalVolume * solutionFraction * (1 - protection),
bloodstream.EmptyVolume);
var transferSolution = cloneSolution.SplitSolution(transferAmount);
bloodstream.TryTransferSolution(transferSolution);
}
protected override void OnKill()
{
if (Owner.Deleted)
return;
if (Owner.TryGetComponent(out AppearanceComponent? appearance))
{
appearance.SetData(FoamVisuals.State, true);
}
Owner.SpawnTimer(600, () =>
{
if (!string.IsNullOrEmpty(_foamedMetalPrototype))
{
Owner.EntityManager.SpawnEntity(_foamedMetalPrototype, Owner.Transform.Coordinates);
}
Owner.QueueDelete();
});
}
}
}