Adds new different reaction types. (#2114)
* Adds new different reaction types. - Adds touch, injection and ingestion reactions for entities. - Adds tile reactions. - Removes GasSprayerComponent in favor of SprayComponent. - Gives fire extinguishers a safety. - Gives spray puffs a sprite. - Improved spray and fire extinguisher in general. - Fire extinguisher now ACTUALLY puts out fires. Amazing, eh? - Fire extinguisher sprays three 'clouds' at once. - Spraying flammable chemicals at fire makes them worse. Whoops! - Gives spray and fire extinguisher their classic sounds. - Most chemicals now don't make puddles. Too bad! - Space lube now makes a very slippery puddle. Honk. - Spraying water (or using a fire extinguisher) on existing puddles makes them bigger. * Fix solution tests * food base now has solution container with noexamine caps
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Content.Server/Chemistry/TileReactions/SpillTileReaction.cs
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49
Content.Server/Chemistry/TileReactions/SpillTileReaction.cs
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using Content.Server.GameObjects.Components.Fluids;
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using Content.Server.GameObjects.Components.Movement;
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using Content.Shared.Chemistry;
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using Content.Shared.Interfaces.Chemistry;
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using JetBrains.Annotations;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization;
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namespace Content.Server.Chemistry.TileReactions
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{
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[UsedImplicitly]
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public class SpillTileReaction : ITileReaction
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{
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private float _launchForwardsMultiplier = 1f;
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private float _requiredSlipSpeed = 6f;
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private float _paralyzeTime = 1f;
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private bool _overflow;
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public void ExposeData(ObjectSerializer serializer)
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{
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// If you want to modify more puddle/slippery values, add them here.
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serializer.DataField(ref _paralyzeTime, "paralyzeTime", 1f);
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serializer.DataField(ref _launchForwardsMultiplier, "launchForwardsMultiplier", 1f);
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serializer.DataField(ref _requiredSlipSpeed, "requiredSlipSpeed", 6f);
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serializer.DataField(ref _overflow, "overflow", false);
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}
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public ReagentUnit TileReact(TileRef tile, ReagentPrototype reagent, ReagentUnit reactVolume)
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{
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if (reactVolume < 5) return ReagentUnit.Zero;
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// TODO Make this not puddle smear.
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var puddle = tile.SpillAt(new Solution(reagent.ID, reactVolume), "PuddleSmear", _overflow, false);
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if (puddle != null)
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{
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var slippery = puddle.Owner.GetComponent<SlipperyComponent>();
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slippery.LaunchForwardsMultiplier = _launchForwardsMultiplier;
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slippery.RequiredSlipSpeed = _requiredSlipSpeed;
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slippery.ParalyzeTime = _paralyzeTime;
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return reactVolume;
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}
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return ReagentUnit.Zero;
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}
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}
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}
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