Refactors smoking to ECS, smoking actually makes you inhale reagents. (#4678)
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@@ -1,20 +1,115 @@
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.Body.Circulatory;
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using Content.Server.Nutrition.Components;
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using Content.Shared.Chemistry;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Interaction;
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using Content.Shared.Smoking;
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using Content.Shared.Temperature;
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using Robust.Server.GameObjects;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.Nutrition.EntitySystems
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{
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public class SmokingSystem : EntitySystem
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public partial class SmokingSystem : EntitySystem
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{
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[Dependency] private readonly ChemistrySystem _chemistrySystem = default!;
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[Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!;
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private const float UpdateTimer = 3f;
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private float _timer = 0f;
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/// <summary>
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/// We keep a list of active smokables, because iterating all existing smokables would be dumb.
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/// </summary>
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private readonly HashSet<EntityUid> _active = new();
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public override void Initialize()
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{
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SubscribeLocalEvent<SmokingComponent, IsHotEvent>(OnIsHotEvent);
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SubscribeLocalEvent<SmokableComponent, IsHotEvent>(OnSmokableIsHotEvent);
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SubscribeLocalEvent<SmokableComponent, ComponentShutdown>(OnSmokableShutdownEvent);
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InitializeCigars();
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}
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private void OnIsHotEvent(EntityUid uid, SmokingComponent component, IsHotEvent args)
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public void SetSmokableState(EntityUid uid, SmokableState state, SmokableComponent? smokable = null, AppearanceComponent? appearance = null)
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{
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args.IsHot = component.CurrentState == SharedBurningStates.Lit;
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if (!Resolve(uid, ref smokable, ref appearance))
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return;
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smokable.State = state;
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appearance.SetData(SmokingVisuals.Smoking, state);
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if (state == SmokableState.Lit)
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_active.Add(uid);
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else
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_active.Remove(uid);
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}
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private void OnSmokableIsHotEvent(EntityUid uid, SmokableComponent component, IsHotEvent args)
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{
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args.IsHot = component.State == SmokableState.Lit;
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}
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private void OnSmokableShutdownEvent(EntityUid uid, SmokableComponent component, ComponentShutdown args)
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{
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_active.Remove(uid);
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}
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public override void Update(float frameTime)
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{
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_timer += frameTime;
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if (_timer < UpdateTimer)
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return;
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foreach (var uid in _active.ToArray())
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{
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if (!ComponentManager.TryGetComponent(uid, out SmokableComponent? smokable))
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{
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_active.Remove(uid);
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continue;
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}
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if (!_solutionContainerSystem.TryGetSolution(uid, smokable.Solution, out var solution))
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{
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_active.Remove(uid);
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continue;
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}
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var inhaledSolution = _solutionContainerSystem.SplitSolution(uid, solution, smokable.InhaleAmount * _timer);
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if (solution.TotalVolume == ReagentUnit.Zero)
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{
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RaiseLocalEvent(uid, new SmokableSolutionEmptyEvent());
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}
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if (inhaledSolution.TotalVolume == ReagentUnit.Zero)
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continue;
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// This is awful. I hate this so much.
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// TODO: Please, someone refactor containers and free me from this bullshit.
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if (!smokable.Owner.TryGetContainerMan(out var containerManager) ||
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!containerManager.Owner.TryGetComponent(out BloodstreamComponent? bloodstream))
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continue;
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_chemistrySystem.ReactionEntity(containerManager.Owner, ReactionMethod.Ingestion, inhaledSolution);
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bloodstream.TryTransferSolution(inhaledSolution);
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}
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_timer -= UpdateTimer;
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}
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}
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/// <summary>
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/// Directed event raised when the smokable solution is empty.
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/// </summary>
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public class SmokableSolutionEmptyEvent : EntityEventArgs
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{
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}
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}
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