Puddle Evaporation Fix (#6584)
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@@ -25,7 +25,7 @@ namespace Content.Server.Fluids.EntitySystems
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if (!_solutionContainerSystem.TryGetSolution(uid, evaporationComponent.SolutionName, out var solution))
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{
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// If no solution, delete the entity
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queueDelete.Add(evaporationComponent);
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EntityManager.QueueDeleteEntity(uid);
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continue;
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}
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@@ -34,19 +34,22 @@ namespace Content.Server.Fluids.EntitySystems
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evaporationComponent.Accumulator -= evaporationComponent.EvaporateTime;
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if (evaporationComponent.EvaporationToggle == true)
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{
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_solutionContainerSystem.SplitSolution(uid, solution,
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FixedPoint2.Min(FixedPoint2.New(1), solution.CurrentVolume)); // removes 1 unit, or solution current volume, whichever is lower.
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}
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_solutionContainerSystem.SplitSolution(uid, solution,
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FixedPoint2.Min(FixedPoint2.New(1), solution.CurrentVolume));
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if (solution.CurrentVolume == 0)
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if (solution.CurrentVolume <= 0)
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{
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EntityManager.QueueDeleteEntity(uid);
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}
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else if (solution.CurrentVolume <= evaporationComponent.LowerLimit
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else if (solution.CurrentVolume <= evaporationComponent.LowerLimit // if puddle is too big or too small to evaporate.
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|| solution.CurrentVolume >= evaporationComponent.UpperLimit)
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{
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queueDelete.Add(evaporationComponent);
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evaporationComponent.EvaporationToggle = false; // pause evaporation
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}
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else evaporationComponent.EvaporationToggle = true; // unpause evaporation, e.g. if a puddle previously above evaporation UpperLimit was brought down below evaporation UpperLimit via mopping.
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}
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foreach (var evaporationComponent in queueDelete)
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@@ -68,10 +68,14 @@ namespace Content.Server.Fluids.EntitySystems
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var volumeScale = puddleComponent.CurrentVolume.Float() / puddleComponent.OverflowVolume.Float();
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var puddleSolution = _solutionContainerSystem.EnsureSolution(uid, puddleComponent.SolutionName);
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// Puddles with volume below this threshold will have their sprite changed to a wet floor effect
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var wetFloorEffectThreshold = FixedPoint2.New(5);
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bool hasEvaporationComponent = EntityManager.TryGetComponent<EvaporationComponent>(uid, out var evaporationComponent);
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bool canEvaporate = (hasEvaporationComponent &&
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(evaporationComponent.LowerLimit == 0 || puddleComponent.CurrentVolume > evaporationComponent.LowerLimit));
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// "Does this puddle's sprite need changing to the wet floor effect sprite?"
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bool changeToWetFloor = (puddleComponent.CurrentVolume <= wetFloorEffectThreshold);
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bool changeToWetFloor = (puddleComponent.CurrentVolume <= puddleComponent.WetFloorEffectThreshold
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&& canEvaporate);
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appearanceComponent.SetData(PuddleVisuals.VolumeScale, volumeScale);
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appearanceComponent.SetData(PuddleVisuals.SolutionColor, puddleSolution.Color);
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