Syringe gun! (#32112)
* Init testing * copyright * oops * Tracking the embed entity uid * testing stuff for gradual injection * work * weh * god save me * bleh * Yippee! * Again * Mini syringe ammo * cleaning up * mini syringes have a texture for fill amount * -3 cool points :( * hitboxes * init cleanup * much needed fixes * Fixes
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@@ -0,0 +1,24 @@
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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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 over time while they are embbeded into.
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/// </summary>
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[RegisterComponent, AutoGenerateComponentPause]
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public sealed partial class SolutionInjectWhileEmbeddedComponent : BaseSolutionInjectOnEventComponent {
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///<summary>
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///The time at which the injection will happen.
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///</summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoPausedField]
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public TimeSpan NextUpdate;
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///<summary>
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///The delay between each injection in seconds.
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///</summary>
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[DataField]
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public TimeSpan UpdateInterval = TimeSpan.FromSeconds(3);
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}
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@@ -2,6 +2,7 @@ using Content.Server.Body.Components;
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using Content.Server.Body.Systems;
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using Content.Server.Chemistry.Components;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Chemistry.Events;
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using Content.Shared.Inventory;
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using Content.Shared.Popups;
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using Content.Shared.Projectiles;
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@@ -29,6 +30,7 @@ public sealed class SolutionInjectOnCollideSystem : EntitySystem
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SubscribeLocalEvent<SolutionInjectOnProjectileHitComponent, ProjectileHitEvent>(HandleProjectileHit);
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SubscribeLocalEvent<SolutionInjectOnEmbedComponent, EmbedEvent>(HandleEmbed);
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SubscribeLocalEvent<MeleeChemicalInjectorComponent, MeleeHitEvent>(HandleMeleeHit);
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SubscribeLocalEvent<SolutionInjectWhileEmbeddedComponent, InjectOverTimeEvent>(OnInjectOverTime);
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}
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private void HandleProjectileHit(Entity<SolutionInjectOnProjectileHitComponent> entity, ref ProjectileHitEvent args)
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@@ -49,6 +51,11 @@ public sealed class SolutionInjectOnCollideSystem : EntitySystem
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TryInjectTargets((entity.Owner, entity.Comp), args.HitEntities, args.User);
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}
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private void OnInjectOverTime(Entity<SolutionInjectWhileEmbeddedComponent> entity, ref InjectOverTimeEvent args)
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{
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DoInjection((entity.Owner, entity.Comp), args.EmbeddedIntoUid);
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}
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private void DoInjection(Entity<BaseSolutionInjectOnEventComponent> injectorEntity, EntityUid target, EntityUid? source = null)
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{
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TryInjectTargets(injectorEntity, [target], source);
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@@ -0,0 +1,60 @@
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using Content.Server.Body.Components;
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using Content.Server.Body.Systems;
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using Content.Server.Chemistry.Components;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Chemistry.Events;
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using Content.Shared.Inventory;
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using Content.Shared.Popups;
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using Content.Shared.Projectiles;
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using Content.Shared.Tag;
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using Content.Shared.Weapons.Melee.Events;
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using Robust.Shared.Collections;
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using Robust.Shared.Timing;
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namespace Content.Server.Chemistry.EntitySystems;
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/// <summary>
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/// System for handling injecting into an entity while a projectile is embedded.
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/// </summary>
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public sealed class SolutionInjectWhileEmbeddedSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly BloodstreamSystem _bloodstream = default!;
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[Dependency] private readonly InventorySystem _inventory = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedSolutionContainerSystem _solutionContainer = default!;
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[Dependency] private readonly TagSystem _tag = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SolutionInjectWhileEmbeddedComponent, MapInitEvent>(OnMapInit);
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}
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private void OnMapInit(Entity<SolutionInjectWhileEmbeddedComponent> ent, ref MapInitEvent args)
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{
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ent.Comp.NextUpdate = _gameTiming.CurTime + ent.Comp.UpdateInterval;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<SolutionInjectWhileEmbeddedComponent, EmbeddableProjectileComponent>();
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while (query.MoveNext(out var uid, out var injectComponent, out var projectileComponent))
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{
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if (_gameTiming.CurTime < injectComponent.NextUpdate)
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continue;
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injectComponent.NextUpdate += injectComponent.UpdateInterval;
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if(projectileComponent.EmbeddedIntoUid == null)
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continue;
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var ev = new InjectOverTimeEvent(projectileComponent.EmbeddedIntoUid.Value);
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RaiseLocalEvent(uid, ref ev);
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}
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}
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}
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