Fix minor puddle regressions (#15295)

This commit is contained in:
Kara
2023-04-10 18:56:21 -07:00
committed by GitHub
parent a225ee9632
commit 4538a0b23e

View File

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