Mopping enhancements (#3298)

* Bucket starts with water
* Mop has do_after
* Bucket has do_after (user allowed to move while using it as long as they're in range at the end for maximum jannie skill)
* Random cleanup

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
metalgearsloth
2021-02-25 11:32:08 +11:00
committed by GitHub
parent 48b1336e3c
commit adbcfbb951
3 changed files with 115 additions and 77 deletions

View File

@@ -8,7 +8,9 @@ using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Serialization;
using System.Threading.Tasks;
using Content.Server.GameObjects.EntitySystems.DoAfter;
using Robust.Server.GameObjects;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Fluids
{
@@ -20,6 +22,13 @@ namespace Content.Server.GameObjects.Components.Fluids
{
public override string Name => "Mop";
public bool Mopping => _mopping;
/// <summary>
/// Used to prevent do_after spam if we're currently mopping.
/// </summary>
private bool _mopping;
public SolutionContainerComponent? Contents => Owner.GetComponentOrNull<SolutionContainerComponent>();
public ReagentUnit MaxVolume
@@ -44,7 +53,13 @@ namespace Content.Server.GameObjects.Components.Fluids
public ReagentUnit PickupAmount => _pickupAmount;
private ReagentUnit _pickupAmount;
private string _pickupSound = "";
private string? _pickupSound;
/// <summary>
/// Multiplier for the do_after delay for how fast the mop works.
/// </summary>
[ViewVariables]
private float _mopSpeed;
/// <inheritdoc />
public override void ExposeData(ObjectSerializer serializer)
@@ -52,6 +67,7 @@ namespace Content.Server.GameObjects.Components.Fluids
serializer.DataFieldCached(ref _pickupSound, "pickup_sound", "/Audio/Effects/Fluids/slosh.ogg");
// The turbo mop will pickup more
serializer.DataFieldCached(ref _pickupAmount, "pickup_amount", ReagentUnit.New(5));
serializer.DataField(ref _mopSpeed, "speed", 1.0f);
}
public override void Initialize()
@@ -63,34 +79,69 @@ namespace Content.Server.GameObjects.Components.Fluids
async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
{
if (!Owner.TryGetComponent(out SolutionContainerComponent? contents))
return false;
if (!eventArgs.InRangeUnobstructed(ignoreInsideBlocker: true, popup: true))
return false;
/*
* Functionality:
* Essentially if we click on an empty tile spill our contents there
* Otherwise, try to mop up the puddle (if it is a puddle).
* It will try to destroy solution on the mop to do so, and if it is successful
* will spill some of the mop's solution onto the puddle which will evaporate eventually.
*/
if (CurrentVolume <= 0)
if (!Owner.TryGetComponent(out SolutionContainerComponent? contents) ||
_mopping ||
!eventArgs.InRangeUnobstructed(ignoreInsideBlocker: true, popup: true))
{
return true;
return false;
}
var currentVolume = CurrentVolume;
if (eventArgs.Target == null)
{
// Drop the liquid on the mop on to the ground
contents.SplitSolution(CurrentVolume).SpillAt(eventArgs.ClickLocation, "PuddleSmear");
if (currentVolume > 0)
{
// Drop the liquid on the mop on to the ground
contents.SplitSolution(CurrentVolume).SpillAt(eventArgs.ClickLocation, "PuddleSmear");
return true;
}
return true;
return false;
}
if (!eventArgs.Target.TryGetComponent(out PuddleComponent? puddleComponent))
{
return true;
return false;
}
// Essentially pickup either:
// - _pickupAmount,
// - whatever's left in the puddle, or
// - whatever we can still hold (whichever's smallest)
var puddleVolume = puddleComponent.CurrentVolume;
if (currentVolume <= 0)
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("Mop needs to be wet!"));
return false;
}
_mopping = true;
// So if the puddle has 20 units we mop in 2 seconds. Don't just store CurrentVolume given it can change so need to re-calc it anyway.
var doAfterArgs = new DoAfterEventArgs(eventArgs.User, _mopSpeed * puddleVolume.Float() / 10.0f, target: eventArgs.Target)
{
BreakOnUserMove = true,
BreakOnStun = true,
BreakOnDamage = true,
};
var result = await EntitySystem.Get<DoAfterSystem>().DoAfter(doAfterArgs);
_mopping = false;
if (result == DoAfterStatus.Cancelled ||
Owner.Deleted ||
puddleComponent.Deleted)
return false;
// Annihilate the puddle
var transferAmount = ReagentUnit.Min(ReagentUnit.New(5), puddleComponent.CurrentVolume, CurrentVolume);
bool puddleCleaned = puddleComponent.CurrentVolume - transferAmount <= 0;
var puddleCleaned = puddleComponent.CurrentVolume - transferAmount <= 0;
if (transferAmount == 0)
{
@@ -119,9 +170,6 @@ namespace Content.Server.GameObjects.Components.Fluids
contents.SplitSolution(transferAmount);
}
// Give some visual feedback shit's happening (for anyone who can't hear sound)
Owner.PopupMessage(eventArgs.User, Loc.GetString("Swish"));
if (!string.IsNullOrWhiteSpace(_pickupSound))
{
EntitySystem.Get<AudioSystem>().PlayFromEntity(_pickupSound, Owner);