Minor spill refactors (#5569)
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@@ -88,6 +88,7 @@ namespace Content.Server.Fluids.Components
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* will spill some of the mop's solution onto the puddle which will evaporate eventually.
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*/
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var solutionSystem = EntitySystem.Get<SolutionContainerSystem>();
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var spillableSystem = EntitySystem.Get<SpillableSystem>();
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if (!solutionSystem.TryGetSolution(Owner.Uid, SolutionName, out var contents ) ||
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Mopping ||
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@@ -105,8 +106,8 @@ namespace Content.Server.Fluids.Components
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if (eventArgs.Target == null)
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{
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// Drop the liquid on the mop on to the ground
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solutionSystem.SplitSolution(Owner.Uid, contents, FixedPoint2.Min(ResidueAmount, CurrentVolume))
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.SpillAt(eventArgs.ClickLocation, "PuddleSmear");
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var solution = solutionSystem.SplitSolution(Owner.Uid, contents, FixedPoint2.Min(ResidueAmount, CurrentVolume));
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spillableSystem.SpillAt(solution, eventArgs.ClickLocation, "PuddleSmear");
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return true;
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}
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@@ -146,9 +147,9 @@ namespace Content.Server.Fluids.Components
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// After cleaning the puddle, make a new puddle with solution from the mop as a "wet floor". Then evaporate it slowly.
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// we do this WITHOUT adding to the existing puddle. Otherwise we have might have water puddles with the vomit sprite.
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solutionSystem.SplitSolution(Owner.Uid, contents, transferAmount)
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.SplitSolution(ResidueAmount)
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.SpillAt(eventArgs.ClickLocation, "PuddleSmear", combine: false);
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var splitSolution = solutionSystem.SplitSolution(Owner.Uid, contents, transferAmount)
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.SplitSolution(ResidueAmount);
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spillableSystem.SpillAt(splitSolution, eventArgs.ClickLocation, "PuddleSmear", combine: false);
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}
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else
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{
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@@ -1,204 +0,0 @@
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Server.Chemistry.EntitySystems;
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using Content.Server.Coordinates.Helpers;
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using Content.Server.Fluids.EntitySystems;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.FixedPoint;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Fluids.Components
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{
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// TODO: Kill these with fire
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public static class SpillExtensions
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{
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/// <summary>
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/// Spills the specified solution at the entity's location if possible.
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/// </summary>
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/// <param name="entity">
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/// The entity to use as a location to spill the solution at.
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/// </param>
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/// <param name="solution">Initial solution for the prototype.</param>
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/// <param name="prototype">The prototype to use.</param>
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/// <param name="sound">Play the spill sound.</param>
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/// <returns>The puddle if one was created, null otherwise.</returns>
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/// <param name="combine">Whether to attempt to merge with existing puddles</param>
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public static PuddleComponent? SpillAt(this Solution solution, IEntity entity, string prototype,
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bool sound = true, bool combine = true)
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{
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return solution.SpillAt(entity.Transform.Coordinates, prototype, sound, combine: combine);
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}
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/// <summary>
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/// Spills the specified solution at the entity's location if possible.
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/// </summary>
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/// <param name="entity">
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/// The entity to use as a location to spill the solution at.
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/// </param>
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/// <param name="solution">Initial solution for the prototype.</param>
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/// <param name="prototype">The prototype to use.</param>
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/// <param name="sound">Play the spill sound.</param>
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/// <param name="entityManager"></param>
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/// <param name="combine">Whether to attempt to merge with existing puddles</param>
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/// <returns>The puddle if one was created, null otherwise.</returns>
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public static PuddleComponent? SpillAt(this Solution solution, EntityUid entity, string prototype,
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bool sound = true, IEntityManager? entityManager = null, bool combine = true)
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{
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entityManager ??= IoCManager.Resolve<IEntityManager>();
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return solution.SpillAt(entityManager.GetComponent<TransformComponent>(entity).Coordinates, prototype, sound, combine: combine);
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}
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/// <summary>
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/// Spills the specified solution at the entity's location if possible.
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/// </summary>
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/// <param name="entity">
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/// The entity to use as a location to spill the solution at.
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/// </param>
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/// <param name="solution">Initial solution for the prototype.</param>
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/// <param name="prototype">The prototype to use.</param>
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/// <param name="puddle">The puddle if one was created, null otherwise.</param>
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/// <param name="sound">Play the spill sound.</param>
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/// <param name="combine">Whether to attempt to merge with existing puddles</param>
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/// <returns>True if a puddle was created, false otherwise.</returns>
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public static bool TrySpillAt(this Solution solution, IEntity entity, string prototype,
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[NotNullWhen(true)] out PuddleComponent? puddle, bool sound = true, bool combine = true)
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{
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puddle = solution.SpillAt(entity, prototype, sound, combine: combine);
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return puddle != null;
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}
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/// <summary>
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/// Spills solution at the specified grid coordinates.
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/// </summary>
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/// <param name="solution">Initial solution for the prototype.</param>
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/// <param name="coordinates">The coordinates to spill the solution at.</param>
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/// <param name="prototype">The prototype to use.</param>
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/// <param name="sound">Whether or not to play the spill sound.</param>
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/// <param name="combine">Whether to attempt to merge with existing puddles</param>
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/// <returns>The puddle if one was created, null otherwise.</returns>
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public static PuddleComponent? SpillAt(this Solution solution, EntityCoordinates coordinates, string prototype,
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bool overflow = true, bool sound = true, bool combine = true)
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{
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if (solution.TotalVolume == 0) return null;
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var mapManager = IoCManager.Resolve<IMapManager>();
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var entityManager = IoCManager.Resolve<IEntityManager>();
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if (!mapManager.TryGetGrid(coordinates.GetGridId(entityManager), out var mapGrid))
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return null; // Let's not spill to space.
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return SpillAt(mapGrid.GetTileRef(coordinates), solution, prototype, overflow, sound, combine: combine);
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}
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/// <summary>
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/// Spills the specified solution at the entity's location if possible.
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/// </summary>
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/// <param name="coordinates">The coordinates to spill the solution at.</param>
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/// <param name="solution">Initial solution for the prototype.</param>
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/// <param name="prototype">The prototype to use.</param>
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/// <param name="puddle">The puddle if one was created, null otherwise.</param>
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/// <param name="sound">Play the spill sound.</param>
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/// <param name="combine">Whether to attempt to merge with existing puddles</param>
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/// <returns>True if a puddle was created, false otherwise.</returns>
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public static bool TrySpillAt(this Solution solution, EntityCoordinates coordinates, string prototype,
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[NotNullWhen(true)] out PuddleComponent? puddle, bool sound = true, bool combine = true)
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{
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puddle = solution.SpillAt(coordinates, prototype, sound, combine: combine);
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return puddle != null;
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}
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public static bool TryGetPuddle(this TileRef tileRef, GridTileLookupSystem? gridTileLookupSystem,
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[NotNullWhen(true)] out PuddleComponent? puddle)
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{
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foreach (var entity in tileRef.GetEntitiesInTileFast(gridTileLookupSystem))
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{
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if (entity.TryGetComponent(out PuddleComponent? p))
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{
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puddle = p;
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return true;
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}
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}
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puddle = null;
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return false;
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}
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public static PuddleComponent? SpillAt(this TileRef tileRef, Solution solution, string prototype,
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bool overflow = true, bool sound = true, bool noTileReact = false, bool combine = true)
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{
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if (solution.TotalVolume <= 0) return null;
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// If space return early, let that spill go out into the void
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if (tileRef.Tile.IsEmpty) return null;
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var mapManager = IoCManager.Resolve<IMapManager>();
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var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
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var serverEntityManager = IoCManager.Resolve<IServerEntityManager>();
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var gridId = tileRef.GridIndex;
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if (!mapManager.TryGetGrid(gridId, out var mapGrid)) return null; // Let's not spill to invalid grids.
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if (!noTileReact)
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{
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// First, do all tile reactions
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foreach (var reagent in solution.Contents.ToArray())
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{
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var proto = prototypeManager.Index<ReagentPrototype>(reagent.ReagentId);
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proto.ReactionTile(tileRef, reagent.Quantity);
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}
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}
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// Tile reactions used up everything.
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if (solution.CurrentVolume == FixedPoint2.Zero)
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return null;
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// Get normalized co-ordinate for spill location and spill it in the centre
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// TODO: Does SnapGrid or something else already do this?
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var spillGridCoords = mapGrid.GridTileToWorld(tileRef.GridIndices);
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var spillEntities = IoCManager.Resolve<IEntityLookup>()
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.GetEntitiesIntersecting(mapGrid.ParentMapId, spillGridCoords.Position).ToArray();
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foreach (var spillEntity in spillEntities)
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{
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if (EntitySystem.Get<SolutionContainerSystem>()
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.TryGetRefillableSolution(spillEntity.Uid, out var solutionContainerComponent))
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{
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EntitySystem.Get<SolutionContainerSystem>().Refill(spillEntity.Uid, solutionContainerComponent,
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solution.SplitSolution(FixedPoint2.Min(
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solutionContainerComponent.AvailableVolume,
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solutionContainerComponent.MaxSpillRefill))
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);
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}
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}
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var puddleSystem = EntitySystem.Get<PuddleSystem>();
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if (combine)
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{
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foreach (var spillEntity in spillEntities)
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{
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if (!spillEntity.TryGetComponent(out PuddleComponent? puddleComponent)) continue;
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if (!overflow && puddleSystem.WouldOverflow(puddleComponent.Owner.Uid, solution, puddleComponent)) return null;
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if (!puddleSystem.TryAddSolution(puddleComponent.Owner.Uid, solution, sound)) continue;
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return puddleComponent;
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}
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}
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var puddleEnt = serverEntityManager.SpawnEntity(prototype, spillGridCoords);
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var newPuddleComponent = puddleEnt.GetComponent<PuddleComponent>();
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puddleSystem.TryAddSolution(newPuddleComponent.Owner.Uid, solution, sound);
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return newPuddleComponent;
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}
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}
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}
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