Fix minor puddle regressions (#15295)
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@@ -1,14 +1,23 @@
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using Content.Server.Chemistry.EntitySystems;
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using Content.Server.Fluids.Components;
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using Content.Server.Nutrition.Components;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Reaction;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Clothing.Components;
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using Content.Shared.Database;
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using Content.Shared.DoAfter;
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using Content.Shared.Examine;
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using Content.Shared.FixedPoint;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Popups;
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using Content.Shared.Spillable;
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using Content.Shared.Throwing;
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using Content.Shared.Verbs;
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using Content.Shared.Weapons.Melee;
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using Content.Shared.Weapons.Melee.Events;
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using Robust.Shared.Player;
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namespace Content.Server.Fluids.EntitySystems;
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@@ -16,13 +25,23 @@ public sealed partial class PuddleSystem
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{
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private void InitializeSpillable()
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{
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SubscribeLocalEvent<SpillableComponent, ExaminedEvent>(OnExamined);
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SubscribeLocalEvent<SpillableComponent, LandEvent>(SpillOnLand);
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SubscribeLocalEvent<SpillableComponent, MeleeHitEvent>(SplashOnMeleeHit);
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SubscribeLocalEvent<SpillableComponent, GetVerbsEvent<Verb>>(AddSpillVerb);
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SubscribeLocalEvent<SpillableComponent, GotEquippedEvent>(OnGotEquipped);
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SubscribeLocalEvent<SpillableComponent, SolutionSpikeOverflowEvent>(OnSpikeOverflow);
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SubscribeLocalEvent<SpillableComponent, SpillDoAfterEvent>(OnDoAfter);
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}
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private void OnExamined(EntityUid uid, SpillableComponent component, ExaminedEvent args)
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{
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args.PushMarkup(Loc.GetString("spill-examine-is-spillable"));
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if (HasComp<MeleeWeaponComponent>(uid))
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args.PushMarkup(Loc.GetString("spill-examine-spillable-weapon"));
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}
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private void OnSpikeOverflow(EntityUid uid, SpillableComponent component, SolutionSpikeOverflowEvent args)
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{
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if (!args.Handled)
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@@ -33,6 +52,56 @@ public sealed partial class PuddleSystem
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args.Handled = true;
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}
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private void SplashOnMeleeHit(EntityUid uid, SpillableComponent component, MeleeHitEvent args)
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{
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// When attacking someone reactive with a spillable entity,
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// splash a little on them (touch react)
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// If this also has solution transfer, then assume the transfer amount is how much we want to spill.
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// Otherwise let's say they want to spill a quarter of its max volume.
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if (!_solutionContainerSystem.TryGetDrainableSolution(uid, out var solution))
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return;
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if (TryComp<DrinkComponent>(uid, out var drink) && !drink.Opened)
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return;
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var hitCount = args.HitEntities.Count;
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var totalSplit = FixedPoint2.Min(solution.MaxVolume * 0.25, solution.Volume);
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if (TryComp<SolutionTransferComponent>(uid, out var transfer))
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{
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totalSplit = FixedPoint2.Min(transfer.TransferAmount, solution.Volume);
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}
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// a little lame, but reagent quantity is not very balanced and we don't want people
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// spilling like 100u of reagent on someone at once!
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totalSplit = FixedPoint2.Min(totalSplit, component.MaxMeleeSpillAmount);
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foreach (var hit in args.HitEntities)
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{
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if (!HasComp<ReactiveComponent>(hit))
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{
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hitCount -= 1; // so we don't undershoot solution calculation for actual reactive entities
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continue;
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}
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var splitSolution = _solutionContainerSystem.SplitSolution(uid, solution, totalSplit / hitCount);
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_adminLogger.Add(LogType.MeleeHit, $"{ToPrettyString(args.User)} splashed {SolutionContainerSystem.ToPrettyString(splitSolution):solution} from {ToPrettyString(uid):entity} onto {ToPrettyString(hit):target}");
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_reactive.DoEntityReaction(hit, splitSolution, ReactionMethod.Touch);
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_popups.PopupEntity(
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Loc.GetString("spill-melee-hit-attacker", ("amount", totalSplit / hitCount), ("spillable", uid),
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("target", Identity.Entity(hit, EntityManager))),
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hit, args.User);
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_popups.PopupEntity(
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Loc.GetString("spill-melee-hit-others", ("attacker", args.User), ("spillable", uid),
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("target", Identity.Entity(hit, EntityManager))),
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hit, Filter.PvsExcept(args.User), true, PopupType.SmallCaution);
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}
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}
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private void OnGotEquipped(EntityUid uid, SpillableComponent component, GotEquippedEvent args)
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{
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if (!component.SpillWorn)
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@@ -55,7 +124,7 @@ public sealed partial class PuddleSystem
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// spill all solution on the player
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var drainedSolution = _solutionContainerSystem.Drain(uid, solution, solution.Volume);
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TrySpillAt(args.Equipee, drainedSolution, out _);
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TrySplashSpillAt(uid, Transform(args.Equipee).Coordinates, drainedSolution, out _);
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}
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private void SpillOnLand(EntityUid uid, SpillableComponent component, ref LandEvent args)
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