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:
Víctor Aguilera Puerto
2020-09-21 17:51:07 +02:00
committed by GitHub
parent 37d6ca556f
commit 69059eac80
51 changed files with 1006 additions and 471 deletions

View File

@@ -1,31 +1,43 @@
using System.Linq;
using Content.Server.GameObjects.Components.Fluids;
using Content.Shared.Chemistry;
using Content.Shared.GameObjects.Components;
using Content.Shared.Interfaces.GameObjects.Components;
using Content.Shared.Physics;
using Microsoft.DiaSymReader;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Chemistry
{
[RegisterComponent]
class VaporComponent : Component, ICollideBehavior
class VaporComponent : SharedVaporComponent, ICollideBehavior
{
public const float ReactTime = 0.125f;
[Dependency] private readonly IMapManager _mapManager = default!;
public override string Name => "Vapor";
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[ViewVariables]
private ReagentUnit _transferAmount;
private bool _reached;
private float _reactTimer;
private float _timer;
private EntityCoordinates _target;
private bool _running;
private Vector2 _direction;
private float _velocity;
private float _aliveTime;
public override void Initialize()
{
@@ -38,11 +50,13 @@ namespace Content.Server.GameObjects.Components.Chemistry
}
}
public void Start(Vector2 dir, float velocity)
public void Start(Vector2 dir, float velocity, EntityCoordinates target, float aliveTime)
{
_running = true;
_target = target;
_direction = dir;
_velocity = velocity;
_aliveTime = aliveTime;
// Set Move
if (Owner.TryGetComponent(out ICollidableComponent collidable))
{
@@ -57,7 +71,7 @@ namespace Content.Server.GameObjects.Components.Chemistry
serializer.DataField(ref _transferAmount, "transferAmount", ReagentUnit.New(0.5));
}
public void Update()
public void Update(float frameTime)
{
if (!Owner.TryGetComponent(out SolutionContainerComponent contents))
return;
@@ -65,22 +79,36 @@ namespace Content.Server.GameObjects.Components.Chemistry
if (!_running)
return;
// Get all intersecting tiles with the vapor and spray the divided solution on there
if (Owner.TryGetComponent(out ICollidableComponent collidable))
_timer += frameTime;
_reactTimer += frameTime;
if (_reactTimer >= ReactTime && Owner.TryGetComponent(out ICollidableComponent collidable))
{
var worldBounds = collidable.WorldAABB;
_reactTimer = 0;
var mapGrid = _mapManager.GetGrid(Owner.Transform.GridID);
var tiles = mapGrid.GetTilesIntersecting(worldBounds);
var amount = _transferAmount / ReagentUnit.New(tiles.Count());
foreach (var tile in tiles)
var tile = mapGrid.GetTileRef(Owner.Transform.Coordinates.ToMapIndices(Owner.EntityManager, _mapManager));
foreach (var reagentQuantity in contents.ReagentList.ToArray())
{
var pos = tile.GridIndices.ToEntityCoordinates(_mapManager, tile.GridIndex);
contents.SplitSolution(amount).SpillAt(pos, "PuddleSmear", false); // TODO: Make non PuddleSmear?
if (reagentQuantity.Quantity == ReagentUnit.Zero) continue;
var reagent = _prototypeManager.Index<ReagentPrototype>(reagentQuantity.ReagentId);
contents.TryRemoveReagent(reagentQuantity.ReagentId, reagent.ReactionTile(tile, (reagentQuantity.Quantity / _transferAmount) * 0.25f));
}
}
if (contents.CurrentVolume == 0)
// Check if we've reached our target.
if(!_reached && _target.TryDistance(Owner.EntityManager, Owner.Transform.Coordinates, out var distance) && distance <= 0.5f)
{
_reached = true;
if (Owner.TryGetComponent(out ICollidableComponent coll))
{
var controller = coll.EnsureController<VaporController>();
controller.Stop();
}
}
if (contents.CurrentVolume == 0 || _timer > _aliveTime)
{
// Delete this
Owner.Delete();
@@ -111,6 +139,16 @@ namespace Content.Server.GameObjects.Components.Chemistry
void ICollideBehavior.CollideWith(IEntity collidedWith)
{
if (!Owner.TryGetComponent(out SolutionContainerComponent contents))
return;
foreach (var reagentQuantity in contents.ReagentList.ToArray())
{
if (reagentQuantity.Quantity == ReagentUnit.Zero) continue;
var reagent = _prototypeManager.Index<ReagentPrototype>(reagentQuantity.ReagentId);
contents.TryRemoveReagent(reagentQuantity.ReagentId, reagent.ReactionEntity(collidedWith, ReactionMethod.Touch, reagentQuantity.Quantity * 0.125f));
}
// Check for collision with a impassable object (e.g. wall) and stop
if (collidedWith.TryGetComponent(out ICollidableComponent collidable))
{
@@ -121,6 +159,8 @@ namespace Content.Server.GameObjects.Components.Chemistry
var controller = coll.EnsureController<VaporController>();
controller.Stop();
}
Owner.Delete();
}
}
}