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wwdpublic/Content.Server/Nutrition/EntitySystems/SmokingSystem.cs
sleepyyapril 885ee5a831 Wizmerge for Station AI (#1351)
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# Description

the adding AI is now up to y'all because i'm not touching loadout code
for name datasets, but it shouldn't be too bad from here

---------

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(cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
2025-01-14 00:13:42 +03:00

167 lines
6.4 KiB
C#

using Content.Server.Atmos.EntitySystems;
using Content.Server.Body.Components;
using Content.Server.Body.Systems;
using Content.Server.Chemistry.Containers.EntitySystems;
using Content.Server.Forensics;
using Content.Shared.Chemistry;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Clothing.Components;
using Content.Shared.Clothing.EntitySystems;
using Content.Shared.FixedPoint;
using Content.Shared.Inventory;
using Content.Shared.Inventory.Events;
using Content.Shared.Item;
using Content.Shared.Nutrition.Components;
using Content.Shared.Smoking;
using Content.Shared.Temperature;
using Robust.Server.GameObjects;
using Robust.Shared.Containers;
using System.Linq;
namespace Content.Server.Nutrition.EntitySystems
{
public sealed partial class SmokingSystem : EntitySystem
{
[Dependency] private readonly ReactiveSystem _reactiveSystem = default!;
[Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!;
[Dependency] private readonly BloodstreamSystem _bloodstreamSystem = default!;
[Dependency] private readonly AtmosphereSystem _atmos = default!;
[Dependency] private readonly TransformSystem _transformSystem = default!;
[Dependency] private readonly InventorySystem _inventorySystem = default!;
[Dependency] private readonly ClothingSystem _clothing = default!;
[Dependency] private readonly SharedItemSystem _items = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly ForensicsSystem _forensics = default!;
private const float UpdateTimer = 3f;
private float _timer;
/// <summary>
/// We keep a list of active smokables, because iterating all existing smokables would be dumb.
/// </summary>
private readonly HashSet<EntityUid> _active = new();
public override void Initialize()
{
SubscribeLocalEvent<SmokableComponent, IsHotEvent>(OnSmokableIsHotEvent);
SubscribeLocalEvent<SmokableComponent, ComponentShutdown>(OnSmokableShutdownEvent);
SubscribeLocalEvent<SmokableComponent, GotEquippedEvent>(OnSmokeableEquipEvent);
InitializeCigars();
InitializePipes();
InitializeVapes();
}
public void SetSmokableState(EntityUid uid, SmokableState state, SmokableComponent? smokable = null,
AppearanceComponent? appearance = null, ClothingComponent? clothing = null)
{
if (!Resolve(uid, ref smokable, ref appearance, ref clothing))
return;
smokable.State = state;
_appearance.SetData(uid, SmokingVisuals.Smoking, state, appearance);
var newState = state switch
{
SmokableState.Lit => smokable.LitPrefix,
SmokableState.Burnt => smokable.BurntPrefix,
_ => smokable.UnlitPrefix
};
_clothing.SetEquippedPrefix(uid, newState, clothing);
_items.SetHeldPrefix(uid, newState);
if (state == SmokableState.Lit)
_active.Add(uid);
else
_active.Remove(uid);
}
private void OnSmokableIsHotEvent(Entity<SmokableComponent> entity, ref IsHotEvent args)
{
args.IsHot = entity.Comp.State == SmokableState.Lit;
}
private void OnSmokableShutdownEvent(Entity<SmokableComponent> entity, ref ComponentShutdown args)
{
_active.Remove(entity);
}
private void OnSmokeableEquipEvent(Entity<SmokableComponent> entity, ref GotEquippedEvent args)
{
if (args.Slot == "mask")
{
_forensics.TransferDna(entity.Owner, args.Equipee, false);
}
}
public override void Update(float frameTime)
{
_timer += frameTime;
if (_timer < UpdateTimer)
return;
// TODO Use an "active smoke" component instead, EntityQuery over that.
foreach (var uid in _active.ToArray())
{
if (!TryComp(uid, out SmokableComponent? smokable))
{
_active.Remove(uid);
continue;
}
if (!_solutionContainerSystem.TryGetSolution(uid, smokable.Solution, out var soln, out var solution))
{
_active.Remove(uid);
continue;
}
if (smokable.ExposeTemperature > 0 && smokable.ExposeVolume > 0)
{
var transform = Transform(uid);
if (transform.GridUid is { } gridUid)
{
var position = _transformSystem.GetGridOrMapTilePosition(uid, transform);
_atmos.HotspotExpose(gridUid, position, smokable.ExposeTemperature, smokable.ExposeVolume, uid, true);
}
}
var inhaledSolution = _solutionContainerSystem.SplitSolution(soln.Value, smokable.InhaleAmount * _timer);
if (solution.Volume == FixedPoint2.Zero)
{
RaiseLocalEvent(uid, new SmokableSolutionEmptyEvent(), true);
}
if (inhaledSolution.Volume == FixedPoint2.Zero)
continue;
// This is awful. I hate this so much.
// TODO: Please, someone refactor containers and free me from this bullshit.
if (!_container.TryGetContainingContainer((uid, null, null), out var containerManager) ||
!(_inventorySystem.TryGetSlotEntity(containerManager.Owner, "mask", out var inMaskSlotUid) && inMaskSlotUid == uid) ||
!TryComp(containerManager.Owner, out BloodstreamComponent? bloodstream))
{
continue;
}
_reactiveSystem.DoEntityReaction(containerManager.Owner, inhaledSolution, ReactionMethod.Ingestion);
_bloodstreamSystem.TryAddToChemicals(containerManager.Owner, inhaledSolution, bloodstream);
}
_timer -= UpdateTimer;
}
}
/// <summary>
/// Directed event raised when the smokable solution is empty.
/// </summary>
public sealed class SmokableSolutionEmptyEvent : EntityEventArgs
{
}
}