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
This commit is contained in:
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37d6ca556f
commit
69059eac80
@@ -2,7 +2,6 @@
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using Content.Server.Atmos;
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using Content.Server.GameObjects.Components.NodeContainer;
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using Content.Server.GameObjects.Components.NodeContainer.Nodes;
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using Content.Shared.GameObjects.Atmos;
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using Content.Shared.GameObjects.Components.Atmos;
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using Robust.Server.GameObjects;
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using Robust.Shared.Log;
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@@ -3,7 +3,7 @@ using Content.Server.Atmos;
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using Content.Server.GameObjects.Components.NodeContainer;
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using Content.Server.GameObjects.Components.NodeContainer.Nodes;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Atmos;
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using Content.Shared.GameObjects.Components.Atmos;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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@@ -3,7 +3,7 @@ using Content.Server.Atmos;
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using Content.Server.GameObjects.Components.NodeContainer;
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using Content.Server.GameObjects.Components.NodeContainer.Nodes;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Atmos;
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using Content.Shared.GameObjects.Components.Atmos;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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@@ -1,31 +1,43 @@
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using System.Linq;
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using Content.Server.GameObjects.Components.Fluids;
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using Content.Shared.Chemistry;
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using Content.Shared.GameObjects.Components;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Shared.Physics;
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using Microsoft.DiaSymReader;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Chemistry
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{
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[RegisterComponent]
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class VaporComponent : Component, ICollideBehavior
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class VaporComponent : SharedVaporComponent, ICollideBehavior
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{
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public const float ReactTime = 0.125f;
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[Dependency] private readonly IMapManager _mapManager = default!;
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public override string Name => "Vapor";
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[ViewVariables]
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private ReagentUnit _transferAmount;
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private bool _reached;
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private float _reactTimer;
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private float _timer;
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private EntityCoordinates _target;
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private bool _running;
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private Vector2 _direction;
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private float _velocity;
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private float _aliveTime;
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public override void Initialize()
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{
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@@ -38,11 +50,13 @@ namespace Content.Server.GameObjects.Components.Chemistry
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}
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}
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public void Start(Vector2 dir, float velocity)
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public void Start(Vector2 dir, float velocity, EntityCoordinates target, float aliveTime)
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{
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_running = true;
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_target = target;
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_direction = dir;
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_velocity = velocity;
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_aliveTime = aliveTime;
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// Set Move
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if (Owner.TryGetComponent(out ICollidableComponent collidable))
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{
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@@ -57,7 +71,7 @@ namespace Content.Server.GameObjects.Components.Chemistry
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serializer.DataField(ref _transferAmount, "transferAmount", ReagentUnit.New(0.5));
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}
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public void Update()
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public void Update(float frameTime)
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{
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if (!Owner.TryGetComponent(out SolutionContainerComponent contents))
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return;
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@@ -65,22 +79,36 @@ namespace Content.Server.GameObjects.Components.Chemistry
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if (!_running)
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return;
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// Get all intersecting tiles with the vapor and spray the divided solution on there
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if (Owner.TryGetComponent(out ICollidableComponent collidable))
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_timer += frameTime;
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_reactTimer += frameTime;
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if (_reactTimer >= ReactTime && Owner.TryGetComponent(out ICollidableComponent collidable))
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{
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var worldBounds = collidable.WorldAABB;
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_reactTimer = 0;
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var mapGrid = _mapManager.GetGrid(Owner.Transform.GridID);
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var tiles = mapGrid.GetTilesIntersecting(worldBounds);
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var amount = _transferAmount / ReagentUnit.New(tiles.Count());
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foreach (var tile in tiles)
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var tile = mapGrid.GetTileRef(Owner.Transform.Coordinates.ToMapIndices(Owner.EntityManager, _mapManager));
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foreach (var reagentQuantity in contents.ReagentList.ToArray())
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{
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var pos = tile.GridIndices.ToEntityCoordinates(_mapManager, tile.GridIndex);
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contents.SplitSolution(amount).SpillAt(pos, "PuddleSmear", false); // TODO: Make non PuddleSmear?
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if (reagentQuantity.Quantity == ReagentUnit.Zero) continue;
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var reagent = _prototypeManager.Index<ReagentPrototype>(reagentQuantity.ReagentId);
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contents.TryRemoveReagent(reagentQuantity.ReagentId, reagent.ReactionTile(tile, (reagentQuantity.Quantity / _transferAmount) * 0.25f));
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}
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}
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if (contents.CurrentVolume == 0)
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// Check if we've reached our target.
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if(!_reached && _target.TryDistance(Owner.EntityManager, Owner.Transform.Coordinates, out var distance) && distance <= 0.5f)
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{
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_reached = true;
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if (Owner.TryGetComponent(out ICollidableComponent coll))
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{
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var controller = coll.EnsureController<VaporController>();
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controller.Stop();
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}
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}
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if (contents.CurrentVolume == 0 || _timer > _aliveTime)
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{
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// Delete this
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Owner.Delete();
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@@ -111,6 +139,16 @@ namespace Content.Server.GameObjects.Components.Chemistry
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void ICollideBehavior.CollideWith(IEntity collidedWith)
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{
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if (!Owner.TryGetComponent(out SolutionContainerComponent contents))
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return;
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foreach (var reagentQuantity in contents.ReagentList.ToArray())
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{
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if (reagentQuantity.Quantity == ReagentUnit.Zero) continue;
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var reagent = _prototypeManager.Index<ReagentPrototype>(reagentQuantity.ReagentId);
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contents.TryRemoveReagent(reagentQuantity.ReagentId, reagent.ReactionEntity(collidedWith, ReactionMethod.Touch, reagentQuantity.Quantity * 0.125f));
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}
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// Check for collision with a impassable object (e.g. wall) and stop
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if (collidedWith.TryGetComponent(out ICollidableComponent collidable))
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{
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@@ -121,6 +159,8 @@ namespace Content.Server.GameObjects.Components.Chemistry
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var controller = coll.EnsureController<VaporController>();
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controller.Stop();
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}
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Owner.Delete();
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}
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}
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}
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@@ -164,6 +164,16 @@ namespace Content.Server.GameObjects.Components.Fluids
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}
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}
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/// <summary>
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/// Whether adding this solution to this puddle would overflow.
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/// </summary>
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/// <param name="solution"></param>
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/// <returns></returns>
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public bool WouldOverflow(Solution solution)
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{
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return (CurrentVolume + solution.TotalVolume > _overflowVolume);
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}
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// Flow rate should probably be controlled globally so this is it for now
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internal bool TryAddSolution(Solution solution, bool sound = true, bool checkForEvaporate = true, bool checkForOverflow = true)
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{
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@@ -1,6 +1,9 @@
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#nullable enable
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using System.Diagnostics.CodeAnalysis;
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using Content.Server.Utility;
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using Content.Shared.Chemistry;
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using Content.Shared.GameObjects;
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using Robust.Server.GameObjects.EntitySystems.TileLookup;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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@@ -125,5 +128,78 @@ namespace Content.Server.GameObjects.Components.Fluids
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puddle = solution.SpillAt(coordinates, prototype, sound);
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return puddle != null;
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}
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public static bool TryGetPuddle(this TileRef tileRef, GridTileLookupSystem? gridTileLookupSystem, [NotNullWhen(true)] out PuddleComponent? puddle)
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{
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foreach (var entity in tileRef.GetEntitiesInTileFast(gridTileLookupSystem))
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{
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if (entity.TryGetComponent(out PuddleComponent? p))
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{
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puddle = p;
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return true;
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}
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}
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puddle = null;
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return false;
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}
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public static PuddleComponent? SpillAt(this TileRef tileRef, Solution solution, string prototype, bool overflow = true, bool sound = true)
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{
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if (solution.TotalVolume <= 0)
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{
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return null;
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}
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var mapManager = IoCManager.Resolve<IMapManager>();
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var entityManager = IoCManager.Resolve<IEntityManager>();
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var serverEntityManager = IoCManager.Resolve<IServerEntityManager>();
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var gridId = tileRef.GridIndex;
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// If space return early, let that spill go out into the void
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if (tileRef.Tile.IsEmpty)
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{
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return null;
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}
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PuddleComponent? puddle = null;
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// Get normalized co-ordinate for spill location and spill it in the centre
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// TODO: Does SnapGrid or something else already do this?
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var spillTileMapGrid = mapManager.GetGrid(gridId);
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var spillGridCoords = spillTileMapGrid.GridTileToLocal(tileRef.GridIndices);
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var spilt = false;
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foreach (var spillEntity in entityManager.GetEntitiesAt(spillTileMapGrid.ParentMapId, spillGridCoords.Position))
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{
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if (!spillEntity.TryGetComponent(out PuddleComponent? puddleComponent))
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continue;
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if (!overflow && puddleComponent.WouldOverflow(solution))
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return null;
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if (!puddleComponent.TryAddSolution(solution, sound))
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continue;
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puddle = puddleComponent;
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spilt = true;
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break;
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}
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// Did we add to an existing puddle
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if (spilt)
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{
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return puddle;
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}
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var puddleEnt = serverEntityManager.SpawnEntity(prototype, spillGridCoords);
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puddle = puddleEnt.GetComponent<PuddleComponent>();
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puddle.TryAddSolution(solution, sound);
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return puddle;
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}
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}
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}
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@@ -1,29 +1,51 @@
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using Content.Server.GameObjects.Components.Chemistry;
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using System;
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using Content.Server.GameObjects.Components.Chemistry;
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using Content.Shared.Audio;
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using Content.Shared.Chemistry;
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using Content.Shared.GameObjects.Components;
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using Content.Shared.GameObjects.Components.Fluids;
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using Content.Shared.GameObjects.Components.Items;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Fluids
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{
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[RegisterComponent]
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class SprayComponent : Component, IAfterInteract
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class SprayComponent : SharedSprayComponent, IAfterInteract, IUse, IActivate
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{
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[Dependency] private readonly IServerEntityManager _serverEntityManager = default!;
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public const float SprayDistance = 3f;
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public override string Name => "Spray";
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IServerEntityManager _serverEntityManager = default!;
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private ReagentUnit _transferAmount;
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private string _spraySound;
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private float _sprayVelocity;
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private float _sprayAliveTime;
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private TimeSpan _lastUseTime;
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private TimeSpan _cooldownEnd;
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private float _cooldownTime;
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private string _vaporPrototype;
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private int _vaporAmount;
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private float _vaporSpread;
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private bool _hasSafety;
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private bool _safety;
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/// <summary>
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/// The amount of solution to be sprayer from this solution when using it
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@@ -56,24 +78,50 @@ namespace Content.Server.GameObjects.Components.Fluids
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Logger.Warning(
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$"Entity {Owner.Name} at {Owner.Transform.MapPosition} didn't have a {nameof(SolutionContainerComponent)}");
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}
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if (_hasSafety)
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{
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SetSafety(Owner, _safety);
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}
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _vaporPrototype, "sprayedPrototype", "Vapor");
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serializer.DataField(ref _vaporAmount, "vaporAmount", 1);
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serializer.DataField(ref _vaporSpread, "vaporSpread", 90f);
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serializer.DataField(ref _cooldownTime, "cooldownTime", 0.5f);
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serializer.DataField(ref _transferAmount, "transferAmount", ReagentUnit.New(10));
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serializer.DataField(ref _sprayVelocity, "sprayVelocity", 5.0f);
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serializer.DataField(ref _sprayVelocity, "sprayVelocity", 1.5f);
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serializer.DataField(ref _spraySound, "spraySound", string.Empty);
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serializer.DataField(ref _sprayAliveTime, "sprayAliveTime", 0.75f);
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serializer.DataField(ref _hasSafety, "hasSafety", false);
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serializer.DataField(ref _safety, "safety", true);
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}
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void IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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{
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if (!ActionBlockerSystem.CanInteract(eventArgs.User))
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return;
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if (_hasSafety && _safety)
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("Its safety is on!"));
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return;
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}
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if (CurrentVolume <= 0)
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("It's empty!"));
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return;
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}
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var curTime = _gameTiming.CurTime;
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if(curTime < _cooldownEnd)
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return;
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var playerPos = eventArgs.User.Transform.Coordinates;
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if (eventArgs.ClickLocation.GetGridId(_serverEntityManager) != playerPos.GetGridId(_serverEntityManager))
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return;
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@@ -82,18 +130,86 @@ namespace Content.Server.GameObjects.Components.Fluids
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return;
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var direction = (eventArgs.ClickLocation.Position - playerPos.Position).Normalized;
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var solution = contents.SplitSolution(_transferAmount);
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var threeQuarters = direction * 0.75f;
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var quarter = direction * 0.25f;
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playerPos = playerPos.Offset(direction); // Move a bit so we don't hit the player
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//TODO: check for wall?
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var vapor = _serverEntityManager.SpawnEntity("Vapor", playerPos);
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// Add the solution to the vapor and actually send the thing
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var vaporComponent = vapor.GetComponent<VaporComponent>();
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vaporComponent.TryAddSolution(solution);
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vaporComponent.Start(direction, _sprayVelocity); //TODO: maybe make the velocity depending on the distance to the click
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var amount = Math.Max(Math.Min((contents.CurrentVolume / _transferAmount).Int(), _vaporAmount), 1);
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var spread = _vaporSpread / amount;
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for (var i = 0; i < amount; i++)
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{
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var rotation = new Angle(direction.ToAngle() + Angle.FromDegrees(spread * i) - Angle.FromDegrees(spread * (amount-1)/2));
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var (_, diffPos) = eventArgs.ClickLocation - playerPos;
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var diffNorm = diffPos.Normalized;
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var diffLength = diffPos.Length;
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var target = eventArgs.User.Transform.Coordinates.Offset((diffNorm + rotation.ToVec()).Normalized * diffLength + quarter);
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if (target.TryDistance(Owner.EntityManager, playerPos, out var distance) && distance > SprayDistance)
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target = eventArgs.User.Transform.Coordinates.Offset(diffNorm * SprayDistance);
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var solution = contents.SplitSolution(_transferAmount);
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if (solution.TotalVolume <= ReagentUnit.Zero)
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break;
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var vapor = _serverEntityManager.SpawnEntity(_vaporPrototype, playerPos.Offset(distance < 1 ? quarter : threeQuarters));
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vapor.Transform.LocalRotation = rotation;
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if (vapor.TryGetComponent(out AppearanceComponent appearance)) // Vapor sprite should face down.
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{
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appearance.SetData(VaporVisuals.Rotation, -Angle.South + rotation);
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appearance.SetData(VaporVisuals.Color, contents.SubstanceColor.WithAlpha(1f));
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appearance.SetData(VaporVisuals.State, true);
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}
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// Add the solution to the vapor and actually send the thing
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var vaporComponent = vapor.GetComponent<VaporComponent>();
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vaporComponent.TryAddSolution(solution);
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vaporComponent.Start(rotation.ToVec(), _sprayVelocity, target, _sprayAliveTime);
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}
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//Play sound
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EntitySystem.Get<AudioSystem>().PlayFromEntity(_spraySound, Owner);
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EntitySystem.Get<AudioSystem>().PlayFromEntity(_spraySound, Owner, AudioHelpers.WithVariation(0.125f));
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_lastUseTime = curTime;
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_cooldownEnd = _lastUseTime + TimeSpan.FromSeconds(_cooldownTime);
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if (Owner.TryGetComponent(out ItemCooldownComponent cooldown))
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{
|
||||
cooldown.CooldownStart = _lastUseTime;
|
||||
cooldown.CooldownEnd = _cooldownEnd;
|
||||
}
|
||||
}
|
||||
|
||||
public bool UseEntity(UseEntityEventArgs eventArgs)
|
||||
{
|
||||
ToggleSafety(eventArgs.User);
|
||||
return true;
|
||||
}
|
||||
|
||||
public void Activate(ActivateEventArgs eventArgs)
|
||||
{
|
||||
ToggleSafety(eventArgs.User);
|
||||
}
|
||||
|
||||
private void ToggleSafety(IEntity user)
|
||||
{
|
||||
SetSafety(user, !_safety);
|
||||
}
|
||||
|
||||
private void SetSafety(IEntity user, bool state)
|
||||
{
|
||||
if (!ActionBlockerSystem.CanInteract(user) || !_hasSafety)
|
||||
return;
|
||||
|
||||
_safety = state;
|
||||
|
||||
if(Owner.TryGetComponent(out AppearanceComponent appearance))
|
||||
appearance.SetData(SprayVisuals.Safety, _safety);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,11 +1,15 @@
|
||||
using Content.Server.GameObjects.EntitySystems;
|
||||
using Content.Shared.Chemistry;
|
||||
using Content.Shared.GameObjects.Components.Mobs;
|
||||
using Content.Shared.GameObjects.Components.Movement;
|
||||
using Content.Shared.Interfaces.GameObjects.Components;
|
||||
using NFluidsynth;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Interfaces.Timing;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Timers;
|
||||
using Logger = Robust.Shared.Log.Logger;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Mobs
|
||||
{
|
||||
|
||||
@@ -12,12 +12,81 @@ namespace Content.Server.GameObjects.Components.Movement
|
||||
[ComponentReference(typeof(SharedSlipperyComponent))]
|
||||
public class SlipperyComponent : SharedSlipperyComponent
|
||||
{
|
||||
private float _paralyzeTime = 2f;
|
||||
private float _intersectPercentage = 0.3f;
|
||||
private float _requiredSlipSpeed = 0f;
|
||||
private bool _slippery;
|
||||
private float _launchForwardsMultiplier = 1f;
|
||||
|
||||
/// <summary>
|
||||
/// Path to the sound to be played when a mob slips.
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
private string SlipSound { get; set; } = "/Audio/Effects/slip.ogg";
|
||||
|
||||
/// <summary>
|
||||
/// How many seconds the mob will be paralyzed for.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public override float ParalyzeTime
|
||||
{
|
||||
get => _paralyzeTime;
|
||||
set
|
||||
{
|
||||
_paralyzeTime = value;
|
||||
Dirty();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Percentage of shape intersection for a slip to occur.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public override float IntersectPercentage
|
||||
{
|
||||
get => _intersectPercentage;
|
||||
set
|
||||
{
|
||||
_intersectPercentage = value;
|
||||
Dirty();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Entities will only be slipped if their speed exceeds this limit.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public override float RequiredSlipSpeed
|
||||
{
|
||||
get => _requiredSlipSpeed;
|
||||
set
|
||||
{
|
||||
_requiredSlipSpeed = value;
|
||||
Dirty();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Whether or not this component will try to slip entities.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public override bool Slippery
|
||||
{
|
||||
get => _slippery;
|
||||
set
|
||||
{
|
||||
_slippery = value;
|
||||
Dirty();
|
||||
}
|
||||
}
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public override float LaunchForwardsMultiplier
|
||||
{
|
||||
get => _launchForwardsMultiplier;
|
||||
set => _launchForwardsMultiplier = value;
|
||||
}
|
||||
|
||||
public override void ExposeData(ObjectSerializer serializer)
|
||||
{
|
||||
base.ExposeData(serializer);
|
||||
@@ -33,5 +102,10 @@ namespace Content.Server.GameObjects.Components.Movement
|
||||
.PlayFromEntity(SlipSound, Owner, AudioHelpers.WithVariation(0.2f));
|
||||
}
|
||||
}
|
||||
|
||||
public override ComponentState GetComponentState()
|
||||
{
|
||||
return new SlipperyComponentState(_paralyzeTime, _intersectPercentage, _requiredSlipSpeed, _launchForwardsMultiplier, _slippery);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,20 +0,0 @@
|
||||
using Content.Server.Atmos;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
public class GasVaporSystem : EntitySystem
|
||||
{
|
||||
/// <inheritdoc />
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
foreach (var GasVapor in ComponentManager.EntityQuery<GasVaporComponent>())
|
||||
{
|
||||
if (GasVapor.Initialized)
|
||||
{
|
||||
GasVapor.Update(frameTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -10,7 +10,7 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
foreach (var vaporComp in ComponentManager.EntityQuery<VaporComponent>())
|
||||
{
|
||||
vaporComp.Update();
|
||||
vaporComp.Update(frameTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user