* LOCKED THE FUCK IN * Forgot this little fella * Crying * All entity effects ported, needs cleanup still * Commit * HEHEHEHAW * Shelve for now * fixe * Big * First big chunk of changes * Big if true * Commit * IT BUILDS!!! * Fix LINTER fails * Cleanup * Scale working, cut down on some evil code * Delete old Entity Effects * Accidentally breaking shit by fixing bugs * Fix a bunch of effects not working * Fix reagent thresholds * Update damage * Wait don't change the gas metabolisms A * Cleanup * more fixes * Eh * Misc fixes and jank * Remove two things, add bullshit, change condition to inverted * Remove unused "Shared" system structure * Namespace fix * merge conflicts/cleanup * More fixes * Guidebook text begins * Shelve * Push * More shit to push * Fix * Fix merg conflicts * BLOOD FOR THE BLOOD GOD!!! * Mild cleanup and lists * Fix localization and comments * Shuffle localization around a bit. * All done? * Nearly everything * Is this the end? * Whoops forgot to remove that TODO * Get rid of some warnings for good measure... * It's done * Should make those virtual in case we want to override them tbqh... * Update Content.Shared/EntityEffects/Effects/Botany/PlantAttributes/PlantDestroySeeds.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Fix test fails real * Add to codeowners * Documentation to everything * Forgot to push whoops * Standardize Condition names * Fix up metabolism a little as a treat * review * add IsServer checks --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
52 lines
2.2 KiB
C#
52 lines
2.2 KiB
C#
using Content.Server.Fluids.EntitySystems;
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using Content.Server.Spreader;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Coordinates.Helpers;
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using Content.Shared.EntityEffects;
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using Content.Shared.EntityEffects.Effects.Solution;
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using Content.Shared.Maps;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Map;
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namespace Content.Server.EntityEffects.Effects.Solution;
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/// <summary>
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/// This effect creates smoke at this solution's position.
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/// The amount of smoke created is modified by scale.
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/// </summary>
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/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
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public sealed partial class AreaReactionEntityEffectsSystem : EntityEffectSystem<SolutionComponent, AreaReactionEffect>
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedMapSystem _map = default!;
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[Dependency] private readonly SharedTransformSystem _xform = default!;
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[Dependency] private readonly SmokeSystem _smoke = default!;
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[Dependency] private readonly SpreaderSystem _spreader = default!;
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[Dependency] private readonly TurfSystem _turf = default!;
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// TODO: A sane way to make Smoke without a solution.
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protected override void Effect(Entity<SolutionComponent> entity, ref EntityEffectEvent<AreaReactionEffect> args)
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{
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var xform = Transform(entity);
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var mapCoords = _xform.GetMapCoordinates(entity);
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var spreadAmount = (int) Math.Max(0, Math.Ceiling(args.Scale / args.Effect.OverflowThreshold));
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var effect = args.Effect;
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if (!_mapManager.TryFindGridAt(mapCoords, out var gridUid, out var grid) ||
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!_map.TryGetTileRef(gridUid, grid, xform.Coordinates, out var tileRef))
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return;
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if (_spreader.RequiresFloorToSpread(effect.PrototypeId.ToString()) && _turf.IsSpace(tileRef))
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return;
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var coords = _map.MapToGrid(gridUid, mapCoords);
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var ent = Spawn(args.Effect.PrototypeId, coords.SnapToGrid());
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_smoke.StartSmoke(ent, entity.Comp.Solution, args.Effect.Duration, spreadAmount);
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_audio.PlayPvs(args.Effect.Sound, entity, AudioParams.Default.WithVariation(0.25f));
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}
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}
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