39
Content.Server/Fluids/Components/DrainComponent.cs
Normal file
39
Content.Server/Fluids/Components/DrainComponent.cs
Normal file
@@ -0,0 +1,39 @@
|
||||
namespace Content.Server.Fluids.Components
|
||||
{
|
||||
[RegisterComponent]
|
||||
public sealed class DrainComponent : Component
|
||||
{
|
||||
public const string SolutionName = "drainBuffer";
|
||||
|
||||
[DataField("accumulator")]
|
||||
public float Accumulator = 0f;
|
||||
|
||||
/// <summary>
|
||||
/// How many units per second the drain can absorb from the surrounding puddles.
|
||||
/// Divided by puddles, so if there are 5 puddles this will take 1/5 from each puddle.
|
||||
/// This will stay fixed to 1 second no matter what DrainFrequency is.
|
||||
/// </summary>
|
||||
[DataField("unitsPerSecond")]
|
||||
public float UnitsPerSecond = 6f;
|
||||
|
||||
/// <summary>
|
||||
/// How many units are ejected from the buffer per second.
|
||||
/// </summary>
|
||||
[DataField("unitsDestroyedPerSecond")]
|
||||
public float UnitsDestroyedPerSecond = 1f;
|
||||
|
||||
/// <summary>
|
||||
/// How many (unobstructed) tiles away the drain will
|
||||
/// drain puddles from.
|
||||
/// </summary>
|
||||
[DataField("range")]
|
||||
public float Range = 2f;
|
||||
|
||||
/// <summary>
|
||||
/// How often in seconds the drain checks for puddles around it.
|
||||
/// If the EntityQuery seems a bit unperformant this can be increased.
|
||||
/// <summary>
|
||||
[DataField("drainFrequency")]
|
||||
public float DrainFrequency = 1f;
|
||||
}
|
||||
}
|
||||
@@ -1,9 +1,5 @@
|
||||
using Content.Server.Fluids.EntitySystems;
|
||||
using Content.Shared.Chemistry.Reagent;
|
||||
using Content.Shared.FixedPoint;
|
||||
using Robust.Shared.Analyzers;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
|
||||
namespace Content.Server.Fluids.Components
|
||||
{
|
||||
|
||||
89
Content.Server/Fluids/EntitySystems/DrainSystem.cs
Normal file
89
Content.Server/Fluids/EntitySystems/DrainSystem.cs
Normal file
@@ -0,0 +1,89 @@
|
||||
using Content.Server.Fluids.Components;
|
||||
using Content.Server.Chemistry.EntitySystems;
|
||||
using Content.Shared.FixedPoint;
|
||||
using Content.Shared.Interaction;
|
||||
using Content.Shared.Audio;
|
||||
|
||||
namespace Content.Server.Fluids.EntitySystems
|
||||
{
|
||||
public sealed class DrainSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly EntityLookupSystem _lookup = default!;
|
||||
[Dependency] private readonly SolutionContainerSystem _solutionSystem = default!;
|
||||
[Dependency] private readonly SharedAmbientSoundSystem _ambientSoundSystem = default!;
|
||||
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
base.Update(frameTime);
|
||||
foreach (var drain in EntityQuery<DrainComponent>())
|
||||
{
|
||||
drain.Accumulator += frameTime;
|
||||
if (drain.Accumulator < drain.DrainFrequency)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
drain.Accumulator -= drain.DrainFrequency;
|
||||
|
||||
/// Best to do this one every second rather than once every tick...
|
||||
_solutionSystem.TryGetSolution(drain.Owner, DrainComponent.SolutionName, out var drainSolution);
|
||||
|
||||
if (drainSolution is null)
|
||||
return;
|
||||
|
||||
/// Remove a bit from the buffer
|
||||
_solutionSystem.SplitSolution(drain.Owner, drainSolution, (drain.UnitsDestroyedPerSecond * drain.DrainFrequency));
|
||||
|
||||
/// This will ensure that UnitsPerSecond is per second...
|
||||
var amount = drain.UnitsPerSecond * drain.DrainFrequency;
|
||||
var xform = Transform(drain.Owner);
|
||||
List<PuddleComponent> puddles = new();
|
||||
|
||||
foreach (var entity in _lookup.GetEntitiesInRange(xform.MapPosition, drain.Range))
|
||||
{
|
||||
/// No InRangeUnobstructed because there's no collision group that fits right now
|
||||
/// and these are placed by mappers and not buildable/movable so shouldnt really be a problem...
|
||||
if (TryComp<PuddleComponent>(entity, out var puddleComp))
|
||||
{
|
||||
puddles.Add(puddleComp);
|
||||
}
|
||||
}
|
||||
|
||||
if (puddles.Count == 0)
|
||||
{
|
||||
_ambientSoundSystem.SetAmbience(drain.Owner, false);
|
||||
continue;
|
||||
}
|
||||
|
||||
_ambientSoundSystem.SetAmbience(drain.Owner, true);
|
||||
|
||||
amount /= puddles.Count;
|
||||
|
||||
foreach (var puddle in puddles)
|
||||
{
|
||||
/// Queue the solution deletion if it's empty. EvaporationSystem might also do this
|
||||
/// but queuedelete should be pretty safe.
|
||||
if (!_solutionSystem.TryGetSolution(puddle.Owner, puddle.SolutionName, out var puddleSolution))
|
||||
{
|
||||
EntityManager.QueueDeleteEntity(puddle.Owner);
|
||||
continue;
|
||||
}
|
||||
|
||||
/// Removes the lowest of:
|
||||
/// the drain component's units per second adjusted for # of puddles
|
||||
/// the puddle's remaining volume (making it cleanly zero)
|
||||
/// the drain's remaining volume in its buffer.
|
||||
var transferSolution = _solutionSystem.SplitSolution(puddle.Owner, puddleSolution,
|
||||
FixedPoint2.Min(FixedPoint2.New(amount), puddleSolution.CurrentVolume, drainSolution.AvailableVolume));
|
||||
|
||||
_solutionSystem.TryAddSolution(drain.Owner, drainSolution, transferSolution);
|
||||
|
||||
if (puddleSolution.CurrentVolume <= 0)
|
||||
{
|
||||
EntityManager.QueueDeleteEntity(puddle.Owner);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user