Combine solution injection systems; Fix embeddable injectors (#26268)
* Combine injection systems * Update Content.Server/Chemistry/EntitySystems/SolutionInjectOnEventSystem.cs --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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using Content.Shared.FixedPoint;
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using Content.Shared.Inventory;
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namespace Content.Server.Chemistry.Components;
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/// <summary>
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/// Base class for components that inject a solution into a target's bloodstream in response to an event.
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/// </summary>
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public abstract partial class BaseSolutionInjectOnEventComponent : Component
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{
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/// <summary>
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/// How much solution to remove from this entity per target when transferring.
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/// </summary>
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/// <remarks>
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/// Note that this amount is per target, so the total amount removed will be
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/// multiplied by the number of targets hit.
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/// </remarks>
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[DataField]
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public FixedPoint2 TransferAmount = FixedPoint2.New(1);
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[ViewVariables(VVAccess.ReadWrite)]
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public float TransferEfficiency { get => _transferEfficiency; set => _transferEfficiency = Math.Clamp(value, 0, 1); }
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/// <summary>
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/// Proportion of the <see cref="TransferAmount"/> that will actually be injected
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/// into the target's bloodstream. The rest is lost.
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/// 0 means none of the transferred solution will enter the bloodstream.
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/// 1 means the entire amount will enter the bloodstream.
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/// </summary>
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[DataField("transferEfficiency")]
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private float _transferEfficiency = 1f;
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/// <summary>
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/// Solution to inject from.
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/// </summary>
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[DataField]
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public string Solution = "default";
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/// <summary>
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/// Whether this will inject through hardsuits or not.
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/// </summary>
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[DataField]
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public bool PierceArmor = true;
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/// <summary>
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/// Contents of popup message to display to the attacker when injection
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/// fails due to the target wearing a hardsuit.
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/// </summary>
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/// <remarks>
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/// Passed values: $weapon and $target
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/// </remarks>
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[DataField]
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public LocId BlockedByHardsuitPopupMessage = "melee-inject-failed-hardsuit";
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/// <summary>
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/// If anything covers any of these slots then the injection fails.
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/// </summary>
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[DataField]
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public SlotFlags BlockSlots = SlotFlags.NONE;
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}
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@@ -1,31 +1,8 @@
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using Content.Shared.FixedPoint;
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namespace Content.Server.Chemistry.Components;
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namespace Content.Server.Chemistry.Components
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{
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[RegisterComponent]
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public sealed partial class MeleeChemicalInjectorComponent : Component
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{
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("transferAmount")]
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public FixedPoint2 TransferAmount { get; set; } = FixedPoint2.New(1);
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[ViewVariables(VVAccess.ReadWrite)]
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public float TransferEfficiency { get => _transferEfficiency; set => _transferEfficiency = Math.Clamp(value, 0, 1); }
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[DataField("transferEfficiency")]
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private float _transferEfficiency = 1f;
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/// <summary>
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/// Whether this will inject through hardsuits or not.
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/// </summary>
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[DataField("pierceArmor"), ViewVariables(VVAccess.ReadWrite)]
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public bool PierceArmor = true;
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/// <summary>
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/// Solution to inject from.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("solution")]
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public string Solution { get; set; } = "default";
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}
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}
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/// <summary>
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/// Used for melee weapon entities that should try to inject a
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/// contained solution into a target when used to hit it.
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/// </summary>
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[RegisterComponent]
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public sealed partial class MeleeChemicalInjectorComponent : BaseSolutionInjectOnEventComponent { }
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@@ -1,28 +0,0 @@
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using Content.Shared.FixedPoint;
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using Content.Shared.Inventory;
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using Content.Shared.Projectiles;
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namespace Content.Server.Chemistry.Components;
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/// <summary>
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/// On colliding with an entity that has a bloodstream will dump its solution onto them.
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/// </summary>
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[RegisterComponent]
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public sealed partial class SolutionInjectOnCollideComponent : Component
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{
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("transferAmount")]
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public FixedPoint2 TransferAmount = FixedPoint2.New(1);
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[ViewVariables(VVAccess.ReadWrite)]
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public float TransferEfficiency { get => _transferEfficiency; set => _transferEfficiency = Math.Clamp(value, 0, 1); }
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[DataField("transferEfficiency")]
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private float _transferEfficiency = 1f;
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/// <summary>
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/// If anything covers any of these slots then the injection fails.
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/// </summary>
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[DataField("blockSlots"), ViewVariables(VVAccess.ReadWrite)]
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public SlotFlags BlockSlots = SlotFlags.MASK;
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}
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@@ -0,0 +1,8 @@
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namespace Content.Server.Chemistry.Components;
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/// <summary>
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/// Used for embeddable entities that should try to inject a
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/// contained solution into a target when they become embedded in it.
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/// </summary>
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[RegisterComponent]
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public sealed partial class SolutionInjectOnEmbedComponent : BaseSolutionInjectOnEventComponent { }
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@@ -0,0 +1,8 @@
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namespace Content.Server.Chemistry.Components;
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/// <summary>
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/// Used for projectile entities that should try to inject a
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/// contained solution into a target when they hit it.
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/// </summary>
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[RegisterComponent]
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public sealed partial class SolutionInjectOnProjectileHitComponent : BaseSolutionInjectOnEventComponent { }
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