Files
tbd-station-14/Content.Server/GameObjects/Components/Weapon/Melee/MeleeChemicalInjectorComponent.cs
Acruid ca4fd649fe Massive Namespace Cleanup (#3120)
* Engine namespace changes.

* Automated remove redundant using statements.

* Simplified Graphics namespace.

* Apparently the container system stores full type names in the map file.😞 This updates those names.

* API Changes to LocalizationManager.LoadCulture.

* Update submodule to v0.3.2
2021-02-11 01:13:03 -08:00

71 lines
2.6 KiB
C#

using Content.Server.GameObjects.Components.Body.Circulatory;
using Content.Server.GameObjects.Components.Chemistry;
using Content.Shared.Chemistry;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Content.Server.GameObjects.Components.Weapon.Melee
{
[RegisterComponent]
public class MeleeChemicalInjectorComponent : Component
{
public override string Name => "MeleeChemicalInjector";
[ViewVariables(VVAccess.ReadWrite)]
public ReagentUnit TransferAmount { get; set; }
[ViewVariables(VVAccess.ReadWrite)]
public float TransferEfficiency { get => _transferEfficiency; set => _transferEfficiency = Math.Clamp(value, 0, 1); }
private float _transferEfficiency;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(this, x => x.TransferAmount, "transferAmount", ReagentUnit.New(1));
serializer.DataField(ref _transferEfficiency, "transferEfficiency", 1f);
}
public override void HandleMessage(ComponentMessage message, IComponent component)
{
base.HandleMessage(message, component);
switch (message)
{
case MeleeHitMessage meleeHit:
InjectEntities(meleeHit.HitEntities);
break;
}
}
private void InjectEntities(List<IEntity> hitEntities)
{
if (!Owner.TryGetComponent<SolutionContainerComponent>(out var solutionContainer))
return;
var hitBloodstreams = new List<BloodstreamComponent>();
foreach (var entity in hitEntities)
{
if (entity.TryGetComponent<BloodstreamComponent>(out var bloodstream))
hitBloodstreams.Add(bloodstream);
}
if (!hitBloodstreams.Any())
return;
var removedSolution = solutionContainer.Solution.SplitSolution(TransferAmount * hitBloodstreams.Count);
var removedVol = removedSolution.TotalVolume;
var solutionToInject = removedSolution.SplitSolution(removedVol * TransferEfficiency);
var volPerBloodstream = solutionToInject.TotalVolume * (1 / hitBloodstreams.Count);
foreach (var bloodstream in hitBloodstreams)
{
var individualInjection = solutionToInject.SplitSolution(volPerBloodstream);
bloodstream.TryTransferSolution(individualInjection);
}
}
}
}