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>
This commit is contained in:
Tayrtahn
2024-03-31 23:39:34 -04:00
committed by GitHub
parent d8d4feec38
commit d0d12760a8
12 changed files with 249 additions and 182 deletions

View File

@@ -1,8 +1,4 @@
using Content.Server.Body.Components;
using Content.Server.Body.Systems;
using Content.Server.Chat.Systems;
using Content.Server.Chemistry.Components;
using Content.Server.Chemistry.Containers.EntitySystems;
using Content.Server.CombatMode.Disarm;
using Content.Server.Movement.Systems;
using Content.Shared.Actions.Events;
@@ -14,12 +10,10 @@ using Content.Shared.Database;
using Content.Shared.Effects;
using Content.Shared.Hands.Components;
using Content.Shared.IdentityManagement;
using Content.Shared.Inventory;
using Content.Shared.Mobs.Systems;
using Content.Shared.Popups;
using Content.Shared.Speech.Components;
using Content.Shared.StatusEffect;
using Content.Shared.Tag;
using Content.Shared.Weapons.Melee;
using Content.Shared.Weapons.Melee.Events;
using Robust.Shared.Audio;
@@ -34,22 +28,17 @@ namespace Content.Server.Weapons.Melee;
public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
{
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly BloodstreamSystem _bloodstream = default!;
[Dependency] private readonly ChatSystem _chat = default!;
[Dependency] private readonly DamageExamineSystem _damageExamine = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly LagCompensationSystem _lag = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
[Dependency] private readonly SharedColorFlashEffectSystem _color = default!;
[Dependency] private readonly SolutionContainerSystem _solutions = default!;
[Dependency] private readonly TagSystem _tag = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly ChatSystem _chat = default!;
[Dependency] private readonly DamageExamineSystem _damageExamine = default!;
[Dependency] private readonly LagCompensationSystem _lag = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
[Dependency] private readonly SharedColorFlashEffectSystem _color = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<MeleeChemicalInjectorComponent, MeleeHitEvent>(OnChemicalInjectorHit);
SubscribeLocalEvent<MeleeSpeechComponent, MeleeHitEvent>(OnSpeechHit);
SubscribeLocalEvent<MeleeWeaponComponent, DamageExamineEvent>(OnMeleeExamineDamage);
}
@@ -263,47 +252,4 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
}
}
private void OnChemicalInjectorHit(Entity<MeleeChemicalInjectorComponent> entity, ref MeleeHitEvent args)
{
if (!args.IsHit ||
!args.HitEntities.Any() ||
!_solutions.TryGetSolution(entity.Owner, entity.Comp.Solution, out var solutionContainer))
{
return;
}
var hitBloodstreams = new List<(EntityUid Entity, BloodstreamComponent Component)>();
var bloodQuery = GetEntityQuery<BloodstreamComponent>();
foreach (var hit in args.HitEntities)
{
if (Deleted(hit))
continue;
// prevent deathnettles injecting through hardsuits
if (!entity.Comp.PierceArmor && _inventory.TryGetSlotEntity(hit, "outerClothing", out var suit) && _tag.HasTag(suit.Value, "Hardsuit"))
{
PopupSystem.PopupEntity(Loc.GetString("melee-inject-failed-hardsuit", ("weapon", entity.Owner)), args.User, args.User, PopupType.SmallCaution);
continue;
}
if (bloodQuery.TryGetComponent(hit, out var bloodstream))
hitBloodstreams.Add((hit, bloodstream));
}
if (!hitBloodstreams.Any())
return;
var removedSolution = _solutions.SplitSolution(solutionContainer.Value, entity.Comp.TransferAmount * hitBloodstreams.Count);
var removedVol = removedSolution.Volume;
var solutionToInject = removedSolution.SplitSolution(removedVol * entity.Comp.TransferEfficiency);
var volPerBloodstream = solutionToInject.Volume * (1 / hitBloodstreams.Count);
foreach (var (ent, bloodstream) in hitBloodstreams)
{
var individualInjection = solutionToInject.SplitSolution(volPerBloodstream);
_bloodstream.TryAddToChemicals(ent, individualInjection, bloodstream);
}
}
}