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crystall-punk-14/Content.Server/Chemistry/TileReactions/SpillTileReaction.cs
Víctor Aguilera Puerto 69059eac80 Adds new different reaction types. (#2114)
* 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
2020-09-21 17:51:07 +02:00

50 lines
1.8 KiB
C#

using Content.Server.GameObjects.Components.Fluids;
using Content.Server.GameObjects.Components.Movement;
using Content.Shared.Chemistry;
using Content.Shared.Interfaces.Chemistry;
using JetBrains.Annotations;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Serialization;
namespace Content.Server.Chemistry.TileReactions
{
[UsedImplicitly]
public class SpillTileReaction : ITileReaction
{
private float _launchForwardsMultiplier = 1f;
private float _requiredSlipSpeed = 6f;
private float _paralyzeTime = 1f;
private bool _overflow;
public void ExposeData(ObjectSerializer serializer)
{
// If you want to modify more puddle/slippery values, add them here.
serializer.DataField(ref _paralyzeTime, "paralyzeTime", 1f);
serializer.DataField(ref _launchForwardsMultiplier, "launchForwardsMultiplier", 1f);
serializer.DataField(ref _requiredSlipSpeed, "requiredSlipSpeed", 6f);
serializer.DataField(ref _overflow, "overflow", false);
}
public ReagentUnit TileReact(TileRef tile, ReagentPrototype reagent, ReagentUnit reactVolume)
{
if (reactVolume < 5) return ReagentUnit.Zero;
// TODO Make this not puddle smear.
var puddle = tile.SpillAt(new Solution(reagent.ID, reactVolume), "PuddleSmear", _overflow, false);
if (puddle != null)
{
var slippery = puddle.Owner.GetComponent<SlipperyComponent>();
slippery.LaunchForwardsMultiplier = _launchForwardsMultiplier;
slippery.RequiredSlipSpeed = _requiredSlipSpeed;
slippery.ParalyzeTime = _paralyzeTime;
return reactVolume;
}
return ReagentUnit.Zero;
}
}
}