* Adds new different reaction types. - Adds touch, injection and ingestion reactions for entities. - Adds tile reactions. - Removes GasSprayerComponent in favor of SprayComponent. - Gives fire extinguishers a safety. - Gives spray puffs a sprite. - Improved spray and fire extinguisher in general. - Fire extinguisher now ACTUALLY puts out fires. Amazing, eh? - Fire extinguisher sprays three 'clouds' at once. - Spraying flammable chemicals at fire makes them worse. Whoops! - Gives spray and fire extinguisher their classic sounds. - Most chemicals now don't make puddles. Too bad! - Space lube now makes a very slippery puddle. Honk. - Spraying water (or using a fire extinguisher) on existing puddles makes them bigger. * Fix solution tests * food base now has solution container with noexamine caps
33 lines
1.1 KiB
C#
33 lines
1.1 KiB
C#
using System;
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using Content.Server.Atmos;
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using Content.Shared.Atmos;
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using Content.Shared.Chemistry;
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using Content.Shared.Interfaces.Chemistry;
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using JetBrains.Annotations;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization;
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namespace Content.Server.Chemistry.TileReactions
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{
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[UsedImplicitly]
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public class FlammableTileReaction : ITileReaction
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{
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private float _temperatureMultiplier = 1.25f;
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public void ExposeData(ObjectSerializer serializer)
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{
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serializer.DataField(ref _temperatureMultiplier, "temperatureMultiplier", 1.15f);
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}
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public ReagentUnit TileReact(TileRef tile, ReagentPrototype reagent, ReagentUnit reactVolume)
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{
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if (reactVolume <= ReagentUnit.Zero || tile.Tile.IsEmpty) return ReagentUnit.Zero;
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var tileAtmos = tile.GridIndices.GetTileAtmosphere(tile.GridIndex);
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if (tileAtmos == null || !tileAtmos.Hotspot.Valid) return ReagentUnit.Zero;
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tileAtmos.Air.Temperature *= MathF.Max(_temperatureMultiplier * reactVolume.Float(), 1f);
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tileAtmos.Air.React(tileAtmos);
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return reactVolume;
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}
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}
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}
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