Files
tbd-station-14/Content.Server/GameObjects/Components/Chemistry/HyposprayComponent.cs
Acruid 9459400002 SoundSystem Improvements (#3697)
* Refactor all audio to use the new SoundSystem.

* Update submodule

Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2021-03-21 17:12:03 +01:00

142 lines
4.9 KiB
C#

using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.Mobs.State;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.Chemistry;
using Content.Shared.GameObjects.Components.Chemistry;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Maths;
using Robust.Shared.Player;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
#nullable enable
namespace Content.Server.GameObjects.Components.Chemistry
{
[RegisterComponent]
public sealed class HyposprayComponent : SharedHyposprayComponent, IAttack, ISolutionChange, IAfterInteract
{
[DataField("ClumsyFailChance")]
[ViewVariables(VVAccess.ReadWrite)]
public float ClumsyFailChance { get; set; } = 0.5f;
[DataField("TransferAmount")]
[ViewVariables(VVAccess.ReadWrite)]
public ReagentUnit TransferAmount { get; set; } = ReagentUnit.New(5);
[ComponentDependency] private readonly SolutionContainerComponent? _solution = default!;
public override void Initialize()
{
base.Initialize();
Dirty();
}
bool IAttack.ClickAttack(AttackEventArgs eventArgs)
{
var target = eventArgs.TargetEntity;
var user = eventArgs.User;
return TryDoInject(target, user);
}
async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
{
if (!eventArgs.CanReach)
return false;
return TryDoInject(eventArgs.Target, eventArgs.User);
}
private bool TryDoInject(IEntity? target, IEntity user)
{
if (target == null || !EligibleEntity(target))
return false;
var msgFormat = "You inject {0:TheName}.";
if (target == user)
{
msgFormat = "You inject yourself.";
}
else if (EligibleEntity(user) && ClumsyComponent.TryRollClumsy(user, ClumsyFailChance))
{
msgFormat = "Oops! You injected yourself!";
target = user;
}
if (_solution == null || _solution.CurrentVolume == 0)
{
user.PopupMessageCursor(Loc.GetString("It's empty!"));
return true;
}
user.PopupMessage(Loc.GetString(msgFormat, target));
if (target != user)
{
target.PopupMessage(Loc.GetString("You feel a tiny prick!"));
var meleeSys = EntitySystem.Get<MeleeWeaponSystem>();
var angle = Angle.FromWorldVec(target.Transform.WorldPosition - user.Transform.WorldPosition);
meleeSys.SendLunge(angle, user);
}
SoundSystem.Play(Filter.Pvs(user), "/Audio/Items/hypospray.ogg", user);
var targetSolution = target.GetComponent<SolutionContainerComponent>();
// Get transfer amount. May be smaller than _transferAmount if not enough room
var realTransferAmount = ReagentUnit.Min(TransferAmount, targetSolution.EmptyVolume);
if (realTransferAmount <= 0)
{
user.PopupMessage(user, Loc.GetString("{0:TheName} is already full!", targetSolution.Owner));
return true;
}
// Move units from attackSolution to targetSolution
var removedSolution = _solution.SplitSolution(realTransferAmount);
if (!targetSolution.CanAddSolution(removedSolution))
{
return true;
}
removedSolution.DoEntityReaction(target, ReactionMethod.Injection);
targetSolution.TryAddSolution(removedSolution);
static bool EligibleEntity(IEntity entity)
{
// TODO: Does checking for BodyComponent make sense as a "can be hypospray'd" tag?
// In SS13 the hypospray ONLY works on mobs, NOT beakers or anything else.
return entity.HasComponent<SolutionContainerComponent>() && entity.HasComponent<MobStateComponent>();
}
return true;
}
void ISolutionChange.SolutionChanged(SolutionChangeEventArgs eventArgs)
{
Dirty();
}
public override ComponentState GetComponentState(ICommonSession player)
{
if (_solution == null)
return new HyposprayComponentState(ReagentUnit.Zero, ReagentUnit.Zero);
return new HyposprayComponentState(_solution.CurrentVolume, _solution.MaxVolume);
}
}
}