Files
OldThink/Content.Server/Fluids/Components/PuddleComponent.cs

69 lines
2.9 KiB
C#
Raw Normal View History

using Content.Server.Fluids.EntitySystems;
2021-06-09 22:19:39 +02:00
using Content.Shared.Chemistry.Reagent;
using Content.Shared.FixedPoint;
using Content.Shared.Sound;
using Robust.Shared.Analyzers;
2020-04-22 04:23:12 +10:00
using Robust.Shared.GameObjects;
Serialization v3 content PR (#3491) * serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2021-03-05 01:08:38 +01:00
using Robust.Shared.Serialization.Manager.Attributes;
2020-04-22 04:23:12 +10:00
using Robust.Shared.ViewVariables;
2021-06-09 22:19:39 +02:00
namespace Content.Server.Fluids.Components
2020-04-22 04:23:12 +10:00
{
/// <summary>
/// Puddle on a floor
/// </summary>
[RegisterComponent]
[Friend(typeof(PuddleSystem))]
public sealed class PuddleComponent : Component
2020-04-22 04:23:12 +10:00
{
public const string DefaultSolutionName = "puddle";
private static readonly FixedPoint2 DefaultSlipThreshold = FixedPoint2.New(3);
public static readonly FixedPoint2 DefaultOverflowVolume = FixedPoint2.New(20);
2020-04-22 04:23:12 +10:00
// Current design: Something calls the SpillHelper.Spill, that will either
// A) Add to an existing puddle at the location (normalised to tile-center) or
// B) add a new one
// From this every time a puddle is spilt on it will try and overflow to its neighbours if possible,
// and also update its appearance based on volume level (opacity) and chemistry color
// Small puddles will evaporate after a set delay
// TODO: 'leaves fluidtracks', probably in a separate component for stuff like gibb chunks?;
// based on behaviour (e.g. someone being punched vs slashed with a sword would have different blood sprite)
// to check for low volumes for evaporation or whatever
2022-02-10 15:07:21 -06:00
/// <summary>
/// Puddles with volume above this threshold can slip players.
/// </summary>
[DataField("slipThreshold")]
public FixedPoint2 SlipThreshold = DefaultSlipThreshold;
2022-02-10 15:07:21 -06:00
/// <summary>
/// Puddles with volume below this threshold will have their sprite changed to a wet floor effect,
/// provided they can evaporate down to zero.
/// </summary>
[DataField("wetFloorEffectThreshold")]
public FixedPoint2 WetFloorEffectThreshold = FixedPoint2.New(5);
[DataField("spillSound")]
public SoundSpecifier SpillSound = new SoundPathSpecifier("/Audio/Effects/Fluids/splat.ogg");
2020-04-22 04:23:12 +10:00
[ViewVariables(VVAccess.ReadOnly)]
2021-12-03 15:53:09 +01:00
public FixedPoint2 CurrentVolume => EntitySystem.Get<PuddleSystem>().CurrentVolume(Owner);
2020-04-22 04:23:12 +10:00
[ViewVariables] [DataField("overflowVolume")]
public FixedPoint2 OverflowVolume = DefaultOverflowVolume;
2020-04-22 04:23:12 +10:00
2022-02-20 17:18:24 -07:00
/// <summary>
/// How much should this puddle's opacity be multiplied by?
/// Useful for puddles that have a high overflow volume but still want to be mostly opaque.
/// </summary>
[DataField("opacityModifier")]
public float OpacityModifier = 1.0f;
public FixedPoint2 OverflowLeft => CurrentVolume - OverflowVolume;
2020-04-22 04:23:12 +10:00
[DataField("solution")] public string SolutionName { get; set; } = DefaultSolutionName;
2020-04-22 04:23:12 +10:00
}
}