Add a fire extinguisher (#1685)
* added a lantern * Add A Lantern with radiating light * Added a GasVapor system and made a base for extinguisher spray. * switched to using solution component for fire extinguisher * made it so fire extinguisher's can run out of water vapor * Added actual Gas to Gas Vapor, now getting atmosphere for touched tiles. * Made it so gasVapor reacts and dissapates on reacting * GasVapor now dissapates exponentially while traveling * Added in-hands for fire extinguisher * Added Spraysound to gasSprayer and to fire extinguisher prototype * parameterized GasSprayer and GasVapor * removed un-used imports in gasSprayer and gasVapor components and systems * removed accidential threading import into gasmixturecomponent * add a shared extinguisher component for extinguisher spray rotation instead of piggy-backing on RogueArrow * paremeterized fuelCost and fuel name in GasSprayerComponent * Paremeterized gasAmount, removed un-used code from gasVaporComponent * Removed BaseItem Parent from Extinguisher_spray * added GasVapor and GasSprayer to Ingored Components list * reduced offset of spawned extinguisher vapor from player * Update IgnoredComponents.cs * renamed SharedExtinguisherComponent to SharedGasSprayerComponent and removed reference to RoguePointingArrow * renamed shareExtinguisherComponent to SharedGasSprayerComponent * Update Content.Server/Atmos/GasSprayerComponent.cs Added check for solution component on GasSprayer. Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Update Content.Server/Atmos/GasSprayerComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
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Content.Server/Atmos/GasVaporComponent.cs
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Content.Server/Atmos/GasVaporComponent.cs
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using Content.Shared.Physics;
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using Content.Server.Atmos.Reactions;
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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.Maths;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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using Content.Server.GameObjects.Components.Atmos;
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using Content.Server.Interfaces;
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using Content.Shared.Atmos;
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namespace Content.Server.Atmos
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{
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[RegisterComponent]
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class GasVaporComponent : Component, ICollideBehavior, IGasMixtureHolder
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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public override string Name => "GasVapor";
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[ViewVariables] public GasMixture Air { get; set; }
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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 _disspateTimer = 0;
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private float _dissipationInterval;
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private Gas _gas;
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private float _gasVolume;
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private float _gasTemperature;
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private float _gasAmount;
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public override void Initialize()
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{
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base.Initialize();
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Air = new GasMixture(_gasVolume){Temperature = _gasTemperature};
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Air.SetMoles(_gas,_gasAmount);
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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 _dissipationInterval, "dissipationInterval", 1);
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serializer.DataField(ref _gas, "gas", Gas.WaterVapor);
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serializer.DataField(ref _gasVolume, "gasVolume", 200);
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serializer.DataField(ref _gasTemperature, "gasTemperature", Atmospherics.T20C);
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serializer.DataField(ref _gasAmount, "gasAmount", 20);
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}
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public void StartMove(Vector2 dir, float velocity)
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{
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_running = true;
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_direction = dir;
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_velocity = velocity;
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if (Owner.TryGetComponent(out ICollidableComponent collidable))
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{
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var controller = collidable.EnsureController<GasVaporController>();
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controller.Move(_direction, _velocity);
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}
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}
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public void Update(float frameTime)
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{
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if (!_running)
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return;
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if (Owner.TryGetComponent(out ICollidableComponent collidable))
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{
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var worldBounds = collidable.WorldAABB;
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var mapGrid = _mapManager.GetGrid(Owner.Transform.GridID);
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var tiles = mapGrid.GetTilesIntersecting(worldBounds);
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foreach (var tile in tiles)
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{
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var pos = tile.GridIndices.ToGridCoordinates(_mapManager, tile.GridIndex);
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var atmos = AtmosHelpers.GetTileAtmosphere(pos);
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if (atmos.Air == null)
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{
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return;
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}
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if (atmos.Air.React(this) != ReactionResult.NoReaction)
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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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_disspateTimer += frameTime;
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if (_disspateTimer > _dissipationInterval)
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{
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Air.SetMoles(_gas, Air.TotalMoles/2 );
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}
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if (Air.TotalMoles < 1)
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{
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Owner.Delete();
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}
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}
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void ICollideBehavior.CollideWith(IEntity collidedWith)
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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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(collidable.CollisionLayer & (int) CollisionGroup.Impassable) != 0 &&
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collidable.Hard &&
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Owner.TryGetComponent(out ICollidableComponent coll))
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{
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var controller = coll.EnsureController<GasVaporController>();
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controller.Stop();
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Owner.Delete();
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}
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}
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}
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}
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