* Rename SolutionContainerCaps -> Capability * Move IExamine event to Chemistry System. * ECS the ISolutionChange into SolutionChangeEvent * Unify SolutionContainer into a single shared component * Replace ISolutionInteraction with SolutionContainerComponent * Move all methods from SolutionContainer to ChemistrySystem * Refactor EntitySystem calls to Dependencies * Refactor SolutionContainer to SolutionManager * Fix yamls * Fix test fails * Fix post merge issues * Fix various issues with SolutionManager * More fixes * Fix more components * Fix events not being directed * Fixes for Hypospray * Separate removal and iteration on Metabolism * Fix creampie problems * Address some of sloth's issues * Refactors for Systems * Refactored solution location * Fix tests * Address more sloth issues * Fix dependency * Fix merge conflicts * Add xmldocs for Capabilities components * Remove HasSolution/TryGetDefaultSolution and Add/Remove Drainable/Refillable * Replace Grindable/Juiceable with Extractable * Refactor field names * Fix Drainable * Fix some issues with spillable and injector * Fix issues with Grinder * Fix Beaker having duplicate solutions * Fix foaming * Address some MGS issues * Fix Uid issues * Fix errors in solution Tranfer * Fixed some extra values constant values * Cola is drinkable now
58 lines
2.2 KiB
C#
58 lines
2.2 KiB
C#
using System.Threading.Tasks;
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using Content.Server.Chemistry.Components;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Interaction;
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using Content.Shared.Notification.Managers;
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using Content.Shared.Sound;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Player;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Extinguisher
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{
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[RegisterComponent]
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public class FireExtinguisherComponent : Component, IAfterInteract
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{
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public override string Name => "FireExtinguisher";
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private const string SolutionName = "fireExtinguisher";
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[DataField("refillSound")] SoundSpecifier _refillSound = new SoundPathSpecifier("/Audio/Effects/refill.ogg");
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// Higher priority than sprays.
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int IAfterInteract.Priority => 1;
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async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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{
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var solutionContainerSystem = EntitySystem.Get<SolutionContainerSystem>();
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if (eventArgs.Target == null || !eventArgs.CanReach)
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{
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return false;
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}
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var targetEntity = eventArgs.Target;
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if (eventArgs.Target.HasComponent<ReagentTankComponent>()
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&& solutionContainerSystem.TryGetDrainableSolution(targetEntity.Uid, out var targetSolution)
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&& solutionContainerSystem.TryGetSolution(Owner, SolutionName, out var container))
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{
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var transfer = ReagentUnit.Min(container.AvailableVolume, targetSolution.DrainAvailable);
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if (transfer > 0)
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{
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var drained = solutionContainerSystem.Drain(targetEntity.Uid, targetSolution, transfer);
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solutionContainerSystem.TryAddSolution(Owner.Uid, container, drained);
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SoundSystem.Play(Filter.Pvs(Owner), _refillSound.GetSound(), Owner);
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eventArgs.Target.PopupMessage(eventArgs.User,
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Loc.GetString("fire-extinguisher-component-after-interact-refilled-message", ("owner", Owner)));
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}
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return true;
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}
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return false;
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}
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}
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}
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