Refactors smoking to ECS, smoking actually makes you inhale reagents. (#4678)

This commit is contained in:
Vera Aguilera Puerto
2021-09-26 15:19:00 +02:00
committed by GitHub
parent 0767bd3777
commit f913d8361d
19 changed files with 284 additions and 150 deletions

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using Content.Server.Nutrition.EntitySystems;
using Robust.Shared.Analyzers;
using Robust.Shared.GameObjects;
namespace Content.Server.Nutrition.Components
{
/// <summary>
/// A disposable, single-use smokable.
/// </summary>
[RegisterComponent, Friend(typeof(SmokingSystem))]
public class CigarComponent : Component
{
public override string Name => "Cigar";
}
}

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using Content.Server.Nutrition.EntitySystems;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Smoking;
using Robust.Shared.Analyzers;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Nutrition.Components
{
[RegisterComponent, Friend(typeof(SmokingSystem))]
public class SmokableComponent : Component
{
public override string Name => "Smokable";
[DataField("solution")]
public string Solution { get; } = "smokable";
/// <summary>
/// Solution inhale amount per second.
/// </summary>
[DataField("inhaleAmount")]
public ReagentUnit InhaleAmount { get; } = ReagentUnit.New(0.05f);
[DataField("state")]
public SmokableState State { get; set; } = SmokableState.Unlit;
}
}

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using System.Threading.Tasks;
using Content.Server.Clothing.Components;
using Content.Shared.Interaction;
using Content.Shared.Smoking;
using Content.Shared.Temperature;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.Nutrition.Components
{
/// <summary>
/// This item acts as a representation for smokable consumables.
///
/// To smoke a cigar, you need:
/// <list type="bullet">
/// <item><description> a hot item (implements IHotItem interface)</description></item>
/// <item><description> that's a alight.</description></item>
/// <item><description> for the target cigar be Unlit. Lit cigars are already lit and butt's don't have any "fuel" left.</description></item>
///</list>
/// TODO: Add reagents that interact when smoking
/// TODO: Allow suicide via excessive Smoking
/// </summary>
[RegisterComponent]
public class SmokingComponent : Component, IInteractUsing
{
public override string Name => "Smoking";
private SharedBurningStates _currentState = SharedBurningStates.Unlit;
[ComponentDependency] private readonly ClothingComponent? _clothingComponent = default!;
[ComponentDependency] private readonly AppearanceComponent? _appearanceComponent = default!;
/// <summary>
/// Duration represents how long will this item last.
/// Generally it ticks down whether it's time-based
/// or consumption-based.
/// </summary>
[ViewVariables] [DataField("duration")]
private int _duration = 30;
/// <summary>
/// What is the temperature of the cigar?
///
/// For a regular cigar, the temp approaches around 400°C or 580°C
/// dependant on where you measure.
/// </summary>
//[ViewVariables] [DataField("temperature")]
//private float _temperature = 673.15f;
[ViewVariables]
public SharedBurningStates CurrentState
{
get => _currentState;
set
{
_currentState = value;
if (_clothingComponent != null)
{
switch (_currentState)
{
case SharedBurningStates.Lit:
_clothingComponent.EquippedPrefix = "lit";
_clothingComponent.ClothingEquippedPrefix = "lit";
break;
default:
_clothingComponent.EquippedPrefix = "unlit";
_clothingComponent.ClothingEquippedPrefix = "unlit";
break;
}
}
_appearanceComponent?.SetData(SmokingVisuals.Smoking, _currentState);
}
}
// TODO: ECS this method and component.
async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
{
if (CurrentState != SharedBurningStates.Unlit)
return false;
var isHotEvent = new IsHotEvent();
Owner.EntityManager.EventBus.RaiseLocalEvent(eventArgs.Using.Uid, isHotEvent, false);
if (!isHotEvent.IsHot)
return false;
CurrentState = SharedBurningStates.Lit;
// TODO More complex handling of cigar consumption
Owner.SpawnTimer(_duration * 1000, () => CurrentState = SharedBurningStates.Burnt);
return true;
}
}
}