Re-organize all projects (#4166)
This commit is contained in:
124
Content.Server/Fluids/Components/BucketComponent.cs
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124
Content.Server/Fluids/Components/BucketComponent.cs
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@@ -0,0 +1,124 @@
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#nullable enable
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using Content.Server.Chemistry.Components;
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using Content.Server.DoAfter;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Helpers;
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using Content.Shared.Notification;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Player;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Fluids.Components
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{
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/// <summary>
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/// Can a mop click on this entity and dump its fluids
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/// </summary>
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[RegisterComponent]
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public class BucketComponent : Component, IInteractUsing
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{
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public override string Name => "Bucket";
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private List<EntityUid> _currentlyUsing = new();
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public ReagentUnit MaxVolume
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{
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get => Owner.TryGetComponent(out SolutionContainerComponent? solution) ? solution.MaxVolume : ReagentUnit.Zero;
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set
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{
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if (Owner.TryGetComponent(out SolutionContainerComponent? solution))
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{
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solution.MaxVolume = value;
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}
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}
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}
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public ReagentUnit CurrentVolume => Owner.TryGetComponent(out SolutionContainerComponent? solution)
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? solution.CurrentVolume
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: ReagentUnit.Zero;
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[DataField("sound")]
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private string? _sound = "/Audio/Effects/Fluids/watersplash.ogg";
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/// <inheritdoc />
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public override void Initialize()
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{
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base.Initialize();
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Owner.EnsureComponentWarn<SolutionContainerComponent>();
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}
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async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
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{
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if (!Owner.TryGetComponent(out SolutionContainerComponent? contents) ||
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_currentlyUsing.Contains(eventArgs.Using.Uid) ||
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!eventArgs.Using.TryGetComponent(out MopComponent? mopComponent) ||
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mopComponent.Mopping)
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{
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return false;
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}
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if (CurrentVolume <= 0)
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("Bucket is empty"));
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return false;
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}
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if (mopComponent.CurrentVolume == mopComponent.MaxVolume)
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("Mop is full"));
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return false;
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}
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_currentlyUsing.Add(eventArgs.Using.Uid);
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// IMO let em move while doing it.
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var doAfterArgs = new DoAfterEventArgs(eventArgs.User, 1.0f, target: eventArgs.Target)
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{
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BreakOnStun = true,
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BreakOnDamage = true,
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};
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var result = await EntitySystem.Get<DoAfterSystem>().DoAfter(doAfterArgs);
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_currentlyUsing.Remove(eventArgs.Using.Uid);
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if (result == DoAfterStatus.Cancelled ||
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Owner.Deleted ||
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mopComponent.Deleted ||
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CurrentVolume <= 0 ||
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!Owner.InRangeUnobstructed(mopComponent.Owner))
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return false;
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// Top up mops solution given it needs it to annihilate puddles I guess
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var transferAmount = ReagentUnit.Min(mopComponent.MaxVolume - mopComponent.CurrentVolume, CurrentVolume);
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if (transferAmount == 0)
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{
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return false;
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}
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var mopContents = mopComponent.Contents;
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if (mopContents == null)
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{
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return false;
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}
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var solution = contents.SplitSolution(transferAmount);
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if (!mopContents.TryAddSolution(solution))
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{
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return false;
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}
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if (_sound != null)
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{
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SoundSystem.Play(Filter.Pvs(Owner), _sound, Owner);
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}
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return true;
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}
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}
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}
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173
Content.Server/Fluids/Components/MopComponent.cs
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173
Content.Server/Fluids/Components/MopComponent.cs
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@@ -0,0 +1,173 @@
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#nullable enable
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using System.Threading.Tasks;
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using Content.Server.Chemistry.Components;
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using Content.Server.DoAfter;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Helpers;
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using Content.Shared.Notification;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Player;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Fluids.Components
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{
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/// <summary>
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/// For cleaning up puddles
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/// </summary>
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[RegisterComponent]
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public class MopComponent : Component, IAfterInteract
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{
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public override string Name => "Mop";
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/// <summary>
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/// Used to prevent do_after spam if we're currently mopping.
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/// </summary>
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public bool Mopping { get; private set; }
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public SolutionContainerComponent? Contents => Owner.GetComponentOrNull<SolutionContainerComponent>();
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public ReagentUnit MaxVolume
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{
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get => Owner.GetComponentOrNull<SolutionContainerComponent>()?.MaxVolume ?? ReagentUnit.Zero;
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set
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{
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if (Owner.TryGetComponent(out SolutionContainerComponent? solution))
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{
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solution.MaxVolume = value;
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}
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}
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}
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public ReagentUnit CurrentVolume =>
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Owner.GetComponentOrNull<SolutionContainerComponent>()?.CurrentVolume ?? ReagentUnit.Zero;
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// Currently there's a separate amount for pickup and dropoff so
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// Picking up a puddle requires multiple clicks
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// Dumping in a bucket requires 1 click
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// Long-term you'd probably use a cooldown and start the pickup once we have some form of global cooldown
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[DataField("pickup_amount")]
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public ReagentUnit PickupAmount { get; } = ReagentUnit.New(5);
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[DataField("pickup_sound")]
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private string? _pickupSound = "/Audio/Effects/Fluids/slosh.ogg";
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/// <summary>
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/// Multiplier for the do_after delay for how fast the mop works.
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/// </summary>
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[ViewVariables]
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[DataField("speed")]
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private float _mopSpeed = 1;
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public override void Initialize()
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{
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base.Initialize();
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Owner.EnsureComponentWarn(out SolutionContainerComponent _);
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}
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async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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{
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/*
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* Functionality:
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* Essentially if we click on an empty tile spill our contents there
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* Otherwise, try to mop up the puddle (if it is a puddle).
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* It will try to destroy solution on the mop to do so, and if it is successful
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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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if (!Owner.TryGetComponent(out SolutionContainerComponent? contents) ||
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Mopping ||
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!eventArgs.InRangeUnobstructed(ignoreInsideBlocker: true, popup: true))
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{
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return false;
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}
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var currentVolume = CurrentVolume;
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if (eventArgs.Target == null)
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{
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if (currentVolume > 0)
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{
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// Drop the liquid on the mop on to the ground
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contents.SplitSolution(CurrentVolume).SpillAt(eventArgs.ClickLocation, "PuddleSmear");
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return true;
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}
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return false;
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}
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if (!eventArgs.Target.TryGetComponent(out PuddleComponent? puddleComponent))
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{
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return false;
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}
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var puddleVolume = puddleComponent.CurrentVolume;
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if (currentVolume <= 0)
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("Mop needs to be wet!"));
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return false;
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}
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Mopping = true;
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// 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.
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var doAfterArgs = new DoAfterEventArgs(eventArgs.User, _mopSpeed * puddleVolume.Float() / 10.0f, target: eventArgs.Target)
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{
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BreakOnUserMove = true,
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BreakOnStun = true,
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BreakOnDamage = true,
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};
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var result = await EntitySystem.Get<DoAfterSystem>().DoAfter(doAfterArgs);
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Mopping = false;
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if (result == DoAfterStatus.Cancelled ||
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Owner.Deleted ||
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puddleComponent.Deleted)
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return false;
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// Annihilate the puddle
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var transferAmount = ReagentUnit.Min(ReagentUnit.New(5), puddleComponent.CurrentVolume, CurrentVolume);
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var puddleCleaned = puddleComponent.CurrentVolume - transferAmount <= 0;
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if (transferAmount == 0)
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{
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if (puddleComponent.EmptyHolder) //The puddle doesn't actually *have* reagents, for example vomit because there's no "vomit" reagent.
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{
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puddleComponent.Owner.Delete();
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transferAmount = ReagentUnit.Min(ReagentUnit.New(5), CurrentVolume);
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puddleCleaned = true;
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}
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else
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{
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return true;
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}
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}
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else
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{
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puddleComponent.SplitSolution(transferAmount);
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}
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if (puddleCleaned) //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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{
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contents.SplitSolution(transferAmount).SpillAt(eventArgs.ClickLocation, "PuddleSmear");
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}
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else
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{
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contents.SplitSolution(transferAmount);
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}
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if (!string.IsNullOrWhiteSpace(_pickupSound))
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{
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SoundSystem.Play(Filter.Pvs(Owner), _pickupSound, Owner);
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}
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return true;
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}
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}
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}
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413
Content.Server/Fluids/Components/PuddleComponent.cs
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413
Content.Server/Fluids/Components/PuddleComponent.cs
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@@ -0,0 +1,413 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using System.Threading;
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using Content.Server.Chemistry.Components;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Chemistry.Solution;
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using Content.Shared.Directions;
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using Content.Shared.Examine;
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using Content.Shared.Maps;
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using Content.Shared.Physics;
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using Content.Shared.Slippery;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Fluids.Components
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{
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/// <summary>
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/// Puddle on a floor
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/// </summary>
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[RegisterComponent]
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public class PuddleComponent : Component, IExamine, IMapInit
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{
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// Current design: Something calls the SpillHelper.Spill, that will either
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// A) Add to an existing puddle at the location (normalised to tile-center) or
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// B) add a new one
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// From this every time a puddle is spilt on it will try and overflow to its neighbours if possible,
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// and also update its appearance based on volume level (opacity) and chemistry color
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// Small puddles will evaporate after a set delay
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// TODO: 'leaves fluidtracks', probably in a separate component for stuff like gibb chunks?;
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// based on behaviour (e.g. someone being punched vs slashed with a sword would have different blood sprite)
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// to check for low volumes for evaporation or whatever
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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public override string Name => "Puddle";
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private CancellationTokenSource? _evaporationToken;
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[DataField("evaporate_threshold")]
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private ReagentUnit _evaporateThreshold = ReagentUnit.New(20); // How few <Solution Quantity> we can hold prior to self-destructing
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public ReagentUnit EvaporateThreshold
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{
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get => _evaporateThreshold;
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set => _evaporateThreshold = value;
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}
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private ReagentUnit _slipThreshold = ReagentUnit.New(3);
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public ReagentUnit SlipThreshold
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{
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get => _slipThreshold;
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set => _slipThreshold = value;
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}
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/// <summary>
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/// The time that it will take this puddle to evaporate, in seconds.
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/// </summary>
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[DataField("evaporate_time")]
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public float EvaporateTime { get; private set; } = 5f;
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[DataField("spill_sound")]
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private string _spillSound = "/Audio/Effects/Fluids/splat.ogg";
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/// <summary>
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/// Whether or not this puddle is currently overflowing onto its neighbors
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/// </summary>
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private bool _overflown;
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private SpriteComponent _spriteComponent = default!;
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public ReagentUnit MaxVolume
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{
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get => _contents.MaxVolume;
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set => _contents.MaxVolume = value;
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}
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[ViewVariables]
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public ReagentUnit CurrentVolume => _contents.CurrentVolume;
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// Volume at which the fluid will try to spill to adjacent components
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// Currently a random number, potentially change
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public ReagentUnit OverflowVolume => _overflowVolume;
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[ViewVariables]
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[DataField("overflow_volume")]
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private ReagentUnit _overflowVolume = ReagentUnit.New(20);
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private ReagentUnit OverflowLeft => CurrentVolume - OverflowVolume;
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private SolutionContainerComponent _contents = default!;
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public bool EmptyHolder => _contents.ReagentList.Count == 0;
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[DataField("variants")]
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private int _spriteVariants = 1;
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// Whether the underlying solution color should be used
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[DataField("recolor")]
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private bool _recolor = default;
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[DataField("state")]
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private string _spriteState = "puddle";
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private bool Slippery => Owner.TryGetComponent(out SlipperyComponent? slippery) && slippery.Slippery;
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public override void Initialize()
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{
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base.Initialize();
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_contents = Owner.EnsureComponentWarn<SolutionContainerComponent>();
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// Smaller than 1m^3 for now but realistically this shouldn't be hit
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MaxVolume = ReagentUnit.New(1000);
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// Random sprite state set server-side so it's consistent across all clients
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_spriteComponent = Owner.EnsureComponent<SpriteComponent>();
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var randomVariant = _random.Next(0, _spriteVariants - 1);
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if (_spriteComponent.BaseRSIPath != null)
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{
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_spriteComponent.LayerSetState(0, $"{_spriteState}-{randomVariant}");
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}
|
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||||
// UpdateAppearance should get called soon after this so shouldn't need to call Dirty() here
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||||
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UpdateStatus();
|
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}
|
||||
|
||||
void IMapInit.MapInit()
|
||||
{
|
||||
var robustRandom = IoCManager.Resolve<IRobustRandom>();
|
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_spriteComponent.Rotation = Angle.FromDegrees(robustRandom.Next(0, 359));
|
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}
|
||||
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void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
|
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{
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if(Slippery)
|
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{
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message.AddText(Loc.GetString("It looks slippery."));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Whether adding this solution to this puddle would overflow.
|
||||
/// </summary>
|
||||
/// <param name="solution"></param>
|
||||
/// <returns></returns>
|
||||
public bool WouldOverflow(Solution solution)
|
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{
|
||||
return (CurrentVolume + solution.TotalVolume > _overflowVolume);
|
||||
}
|
||||
|
||||
// Flow rate should probably be controlled globally so this is it for now
|
||||
internal bool TryAddSolution(Solution solution, bool sound = true, bool checkForEvaporate = true, bool checkForOverflow = true)
|
||||
{
|
||||
if (solution.TotalVolume == 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
var result = _contents.TryAddSolution(solution);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
UpdateStatus();
|
||||
|
||||
if (checkForOverflow)
|
||||
{
|
||||
CheckOverflow();
|
||||
}
|
||||
|
||||
if (checkForEvaporate)
|
||||
{
|
||||
CheckEvaporate();
|
||||
}
|
||||
|
||||
UpdateAppearance();
|
||||
if (!sound)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
SoundSystem.Play(Filter.Pvs(Owner), _spillSound, Owner.Transform.Coordinates);
|
||||
return true;
|
||||
}
|
||||
|
||||
internal Solution SplitSolution(ReagentUnit quantity)
|
||||
{
|
||||
var split = _contents.SplitSolution(quantity);
|
||||
CheckEvaporate();
|
||||
UpdateAppearance();
|
||||
return split;
|
||||
}
|
||||
|
||||
public void CheckEvaporate()
|
||||
{
|
||||
if (CurrentVolume == 0)
|
||||
{
|
||||
Owner.Delete();
|
||||
}
|
||||
}
|
||||
|
||||
public void Evaporate()
|
||||
{
|
||||
_contents.SplitSolution(ReagentUnit.Min(ReagentUnit.New(1), _contents.CurrentVolume));
|
||||
if (CurrentVolume == 0)
|
||||
{
|
||||
Owner.Delete();
|
||||
}
|
||||
else
|
||||
{
|
||||
UpdateStatus();
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateStatus()
|
||||
{
|
||||
_evaporationToken?.Cancel();
|
||||
if(Owner.Deleted) return;
|
||||
|
||||
UpdateAppearance();
|
||||
UpdateSlip();
|
||||
|
||||
if (_evaporateThreshold == ReagentUnit.New(-1) || CurrentVolume > _evaporateThreshold)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_evaporationToken = new CancellationTokenSource();
|
||||
|
||||
// KYS to evaporate
|
||||
Owner.SpawnTimer(TimeSpan.FromSeconds(EvaporateTime), Evaporate, _evaporationToken.Token);
|
||||
}
|
||||
|
||||
private void UpdateSlip()
|
||||
{
|
||||
if ((_slipThreshold == ReagentUnit.New(-1) || CurrentVolume < _slipThreshold) &&
|
||||
Owner.TryGetComponent(out SlipperyComponent? oldSlippery))
|
||||
{
|
||||
oldSlippery.Slippery = false;
|
||||
}
|
||||
else if (CurrentVolume >= _slipThreshold)
|
||||
{
|
||||
var newSlippery = Owner.EnsureComponent<SlipperyComponent>();
|
||||
newSlippery.Slippery = true;
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateAppearance()
|
||||
{
|
||||
if (Owner.Deleted || EmptyHolder)
|
||||
{
|
||||
return;
|
||||
}
|
||||
// Opacity based on level of fullness to overflow
|
||||
// Hard-cap lower bound for visibility reasons
|
||||
var volumeScale = (CurrentVolume.Float() / OverflowVolume.Float()) * 0.75f + 0.25f;
|
||||
var cappedScale = Math.Min(1.0f, volumeScale);
|
||||
// Color based on the underlying solutioncomponent
|
||||
Color newColor;
|
||||
if (_recolor)
|
||||
{
|
||||
newColor = _contents.Color.WithAlpha(cappedScale);
|
||||
}
|
||||
else
|
||||
{
|
||||
newColor = _spriteComponent.Color.WithAlpha(cappedScale);
|
||||
}
|
||||
|
||||
_spriteComponent.Color = newColor;
|
||||
|
||||
_spriteComponent.Dirty();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Will overflow this entity to neighboring entities if required
|
||||
/// </summary>
|
||||
private void CheckOverflow()
|
||||
{
|
||||
if (CurrentVolume <= _overflowVolume || _overflown)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var nextPuddles = new List<PuddleComponent>() {this};
|
||||
var overflownPuddles = new List<PuddleComponent>();
|
||||
|
||||
while (OverflowLeft > ReagentUnit.Zero && nextPuddles.Count > 0)
|
||||
{
|
||||
foreach (var next in nextPuddles.ToArray())
|
||||
{
|
||||
nextPuddles.Remove(next);
|
||||
|
||||
next._overflown = true;
|
||||
overflownPuddles.Add(next);
|
||||
|
||||
var adjacentPuddles = next.GetAllAdjacentOverflow().ToArray();
|
||||
if (OverflowLeft <= ReagentUnit.Epsilon * adjacentPuddles.Length)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
if (adjacentPuddles.Length == 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var numberOfAdjacent = ReagentUnit.New(adjacentPuddles.Length);
|
||||
var overflowSplit = OverflowLeft / numberOfAdjacent;
|
||||
foreach (var adjacent in adjacentPuddles)
|
||||
{
|
||||
var adjacentPuddle = adjacent();
|
||||
var quantity = ReagentUnit.Min(overflowSplit, adjacentPuddle.OverflowVolume);
|
||||
var spillAmount = _contents.SplitSolution(quantity);
|
||||
|
||||
adjacentPuddle.TryAddSolution(spillAmount, false, false, false);
|
||||
nextPuddles.Add(adjacentPuddle);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var puddle in overflownPuddles)
|
||||
{
|
||||
puddle._overflown = false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tries to get an adjacent coordinate to overflow to, unless it is blocked by a wall on the
|
||||
/// same tile or the tile is empty
|
||||
/// </summary>
|
||||
/// <param name="direction">The direction to get the puddle from, respective to this one</param>
|
||||
/// <param name="puddle">The puddle that was found or is to be created, or null if there
|
||||
/// is a wall in the way</param>
|
||||
/// <returns>true if a puddle was found or created, false otherwise</returns>
|
||||
private bool TryGetAdjacentOverflow(Direction direction, [NotNullWhen(true)] out Func<PuddleComponent>? puddle)
|
||||
{
|
||||
puddle = default;
|
||||
|
||||
// We're most likely in space, do nothing.
|
||||
if (!Owner.Transform.GridID.IsValid())
|
||||
return false;
|
||||
|
||||
var mapGrid = _mapManager.GetGrid(Owner.Transform.GridID);
|
||||
var coords = Owner.Transform.Coordinates;
|
||||
|
||||
if (!coords.Offset(direction).TryGetTileRef(out var tile))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// If space return early, let that spill go out into the void
|
||||
if (tile.Value.Tile.IsEmpty)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!Owner.Transform.Anchored)
|
||||
return false;
|
||||
|
||||
foreach (var entity in mapGrid.GetInDir(coords, direction))
|
||||
{
|
||||
if (Owner.EntityManager.ComponentManager.TryGetComponent(entity, out IPhysBody? physics) &&
|
||||
(physics.CollisionLayer & (int) CollisionGroup.Impassable) != 0)
|
||||
{
|
||||
puddle = default;
|
||||
return false;
|
||||
}
|
||||
|
||||
if (Owner.EntityManager.ComponentManager.TryGetComponent(entity, out PuddleComponent? existingPuddle))
|
||||
{
|
||||
if (existingPuddle._overflown)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
puddle = () => existingPuddle;
|
||||
}
|
||||
}
|
||||
|
||||
if (puddle == default)
|
||||
{
|
||||
puddle = () => Owner.EntityManager.SpawnEntity(Owner.Prototype?.ID, mapGrid.DirectionToGrid(coords, direction)).GetComponent<PuddleComponent>();
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Finds or creates adjacent puddles in random directions from this one
|
||||
/// </summary>
|
||||
/// <returns>Enumerable of the puddles found or to be created</returns>
|
||||
private IEnumerable<Func<PuddleComponent>> GetAllAdjacentOverflow()
|
||||
{
|
||||
foreach (var direction in SharedDirectionExtensions.RandomDirections())
|
||||
{
|
||||
if (TryGetAdjacentOverflow(direction, out var puddle))
|
||||
{
|
||||
yield return puddle;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
156
Content.Server/Fluids/Components/SpillExtensions.cs
Normal file
156
Content.Server/Fluids/Components/SpillExtensions.cs
Normal file
@@ -0,0 +1,156 @@
|
||||
#nullable enable
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
using System.Linq;
|
||||
using Content.Server.Coordinates.Helpers;
|
||||
using Content.Shared.Chemistry.Reagent;
|
||||
using Content.Shared.Chemistry.Solution;
|
||||
using Content.Shared.Chemistry.Solution.Components;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Map;
|
||||
|
||||
namespace Content.Server.Fluids.Components
|
||||
{
|
||||
public static class SpillExtensions
|
||||
{
|
||||
/// <summary>
|
||||
/// Spills the specified solution at the entity's location if possible.
|
||||
/// </summary>
|
||||
/// <param name="entity">
|
||||
/// The entity to use as a location to spill the solution at.
|
||||
/// </param>
|
||||
/// <param name="solution">Initial solution for the prototype.</param>
|
||||
/// <param name="prototype">The prototype to use.</param>
|
||||
/// <param name="sound">Play the spill sound.</param>
|
||||
/// <returns>The puddle if one was created, null otherwise.</returns>
|
||||
public static PuddleComponent? SpillAt(this Solution solution, IEntity entity, string prototype, bool sound = true)
|
||||
{
|
||||
return solution.SpillAt(entity.Transform.Coordinates, prototype, sound);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Spills the specified solution at the entity's location if possible.
|
||||
/// </summary>
|
||||
/// <param name="entity">
|
||||
/// The entity to use as a location to spill the solution at.
|
||||
/// </param>
|
||||
/// <param name="solution">Initial solution for the prototype.</param>
|
||||
/// <param name="prototype">The prototype to use.</param>
|
||||
/// <param name="puddle">The puddle if one was created, null otherwise.</param>
|
||||
/// <param name="sound">Play the spill sound.</param>
|
||||
/// <returns>True if a puddle was created, false otherwise.</returns>
|
||||
public static bool TrySpillAt(this Solution solution, IEntity entity, string prototype, [NotNullWhen(true)] out PuddleComponent? puddle, bool sound = true)
|
||||
{
|
||||
puddle = solution.SpillAt(entity, prototype, sound);
|
||||
return puddle != null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Spills solution at the specified grid coordinates.
|
||||
/// </summary>
|
||||
/// <param name="solution">Initial solution for the prototype.</param>
|
||||
/// <param name="coordinates">The coordinates to spill the solution at.</param>
|
||||
/// <param name="prototype">The prototype to use.</param>
|
||||
/// <param name="sound">Whether or not to play the spill sound.</param>
|
||||
/// <returns>The puddle if one was created, null otherwise.</returns>
|
||||
public static PuddleComponent? SpillAt(this Solution solution, EntityCoordinates coordinates, string prototype, bool overflow = true, bool sound = true)
|
||||
{
|
||||
if (solution.TotalVolume == 0) return null;
|
||||
|
||||
var mapManager = IoCManager.Resolve<IMapManager>();
|
||||
var entityManager = IoCManager.Resolve<IEntityManager>();
|
||||
|
||||
if (!mapManager.TryGetGrid(coordinates.GetGridId(entityManager), out var mapGrid)) return null; // Let's not spill to space.
|
||||
|
||||
return SpillAt(mapGrid.GetTileRef(coordinates), solution, prototype, overflow, sound);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Spills the specified solution at the entity's location if possible.
|
||||
/// </summary>
|
||||
/// <param name="coordinates">The coordinates to spill the solution at.</param>
|
||||
/// <param name="solution">Initial solution for the prototype.</param>
|
||||
/// <param name="prototype">The prototype to use.</param>
|
||||
/// <param name="puddle">The puddle if one was created, null otherwise.</param>
|
||||
/// <param name="sound">Play the spill sound.</param>
|
||||
/// <returns>True if a puddle was created, false otherwise.</returns>
|
||||
public static bool TrySpillAt(this Solution solution, EntityCoordinates coordinates, string prototype, [NotNullWhen(true)] out PuddleComponent? puddle, bool sound = true)
|
||||
{
|
||||
puddle = solution.SpillAt(coordinates, prototype, sound);
|
||||
return puddle != null;
|
||||
}
|
||||
|
||||
public static bool TryGetPuddle(this TileRef tileRef, GridTileLookupSystem? gridTileLookupSystem, [NotNullWhen(true)] out PuddleComponent? puddle)
|
||||
{
|
||||
foreach (var entity in tileRef.GetEntitiesInTileFast(gridTileLookupSystem))
|
||||
{
|
||||
if (entity.TryGetComponent(out PuddleComponent? p))
|
||||
{
|
||||
puddle = p;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
puddle = null;
|
||||
return false;
|
||||
}
|
||||
|
||||
public static PuddleComponent? SpillAt(this TileRef tileRef, Solution solution, string prototype, bool overflow = true, bool sound = true)
|
||||
{
|
||||
if (solution.TotalVolume <= 0) return null;
|
||||
|
||||
var mapManager = IoCManager.Resolve<IMapManager>();
|
||||
var entityManager = IoCManager.Resolve<IEntityManager>();
|
||||
var serverEntityManager = IoCManager.Resolve<IServerEntityManager>();
|
||||
|
||||
// If space return early, let that spill go out into the void
|
||||
if (tileRef.Tile.IsEmpty) return null;
|
||||
|
||||
var gridId = tileRef.GridIndex;
|
||||
if (!mapManager.TryGetGrid(gridId, out var mapGrid)) return null; // Let's not spill to invalid grids.
|
||||
|
||||
// Get normalized co-ordinate for spill location and spill it in the centre
|
||||
// TODO: Does SnapGrid or something else already do this?
|
||||
var spillGridCoords = mapGrid.GridTileToLocal(tileRef.GridIndices);
|
||||
|
||||
PuddleComponent? puddle = null;
|
||||
var spilt = false;
|
||||
|
||||
var spillEntities = IoCManager.Resolve<IEntityLookup>().GetEntitiesIntersecting(mapGrid.ParentMapId, spillGridCoords.Position).ToArray();
|
||||
foreach (var spillEntity in spillEntities)
|
||||
{
|
||||
if (spillEntity.TryGetComponent(out ISolutionInteractionsComponent? solutionContainerComponent) &&
|
||||
solutionContainerComponent.CanRefill)
|
||||
{
|
||||
solutionContainerComponent.Refill(
|
||||
solution.SplitSolution(ReagentUnit.Min(solutionContainerComponent.RefillSpaceAvailable, solutionContainerComponent.MaxSpillRefill))
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var spillEntity in spillEntities)
|
||||
{
|
||||
if (!spillEntity.TryGetComponent(out PuddleComponent? puddleComponent)) continue;
|
||||
|
||||
if (!overflow && puddleComponent.WouldOverflow(solution)) return null;
|
||||
|
||||
if (!puddleComponent.TryAddSolution(solution, sound)) continue;
|
||||
|
||||
puddle = puddleComponent;
|
||||
spilt = true;
|
||||
break;
|
||||
}
|
||||
|
||||
// Did we add to an existing puddle
|
||||
if (spilt) return puddle;
|
||||
|
||||
var puddleEnt = serverEntityManager.SpawnEntity(prototype, spillGridCoords);
|
||||
var newPuddleComponent = puddleEnt.GetComponent<PuddleComponent>();
|
||||
|
||||
newPuddleComponent.TryAddSolution(solution, sound);
|
||||
|
||||
return newPuddleComponent;
|
||||
}
|
||||
}
|
||||
}
|
||||
68
Content.Server/Fluids/Components/SpillableComponent.cs
Normal file
68
Content.Server/Fluids/Components/SpillableComponent.cs
Normal file
@@ -0,0 +1,68 @@
|
||||
using Content.Shared.ActionBlocker;
|
||||
using Content.Shared.Chemistry.Reagent;
|
||||
using Content.Shared.Chemistry.Solution.Components;
|
||||
using Content.Shared.DragDrop;
|
||||
using Content.Shared.Notification;
|
||||
using Content.Shared.Verbs;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Localization;
|
||||
|
||||
namespace Content.Server.Fluids.Components
|
||||
{
|
||||
[RegisterComponent]
|
||||
public class SpillableComponent : Component, IDropped
|
||||
{
|
||||
public override string Name => "Spillable";
|
||||
|
||||
/// <summary>
|
||||
/// Transfers solution from the held container to the floor.
|
||||
/// </summary>
|
||||
[Verb]
|
||||
private sealed class SpillTargetVerb : Verb<SpillableComponent>
|
||||
{
|
||||
protected override void GetData(IEntity user, SpillableComponent component, VerbData data)
|
||||
{
|
||||
if (!ActionBlockerSystem.CanInteract(user) ||
|
||||
!component.Owner.TryGetComponent(out ISolutionInteractionsComponent? solutionComponent) ||
|
||||
!solutionComponent.CanDrain)
|
||||
{
|
||||
data.Visibility = VerbVisibility.Invisible;
|
||||
return;
|
||||
}
|
||||
|
||||
data.Text = Loc.GetString("Spill liquid");
|
||||
data.Visibility = solutionComponent.DrainAvailable > ReagentUnit.Zero
|
||||
? VerbVisibility.Visible
|
||||
: VerbVisibility.Disabled;
|
||||
}
|
||||
|
||||
protected override void Activate(IEntity user, SpillableComponent component)
|
||||
{
|
||||
if (component.Owner.TryGetComponent<ISolutionInteractionsComponent>(out var solutionComponent))
|
||||
{
|
||||
if (!solutionComponent.CanDrain)
|
||||
{
|
||||
user.PopupMessage(user,
|
||||
Loc.GetString("You can't pour anything from {0:theName}!", component.Owner));
|
||||
}
|
||||
|
||||
if (solutionComponent.DrainAvailable <= 0)
|
||||
{
|
||||
user.PopupMessage(user, Loc.GetString("{0:theName} is empty!", component.Owner));
|
||||
}
|
||||
|
||||
// Need this as when we split the component's owner may be deleted
|
||||
solutionComponent.Drain(solutionComponent.DrainAvailable).SpillAt(component.Owner.Transform.Coordinates, "PuddleSmear");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void IDropped.Dropped(DroppedEventArgs eventArgs)
|
||||
{
|
||||
if (!eventArgs.Intentional && Owner.TryGetComponent(out ISolutionInteractionsComponent? solutionComponent))
|
||||
{
|
||||
solutionComponent.Drain(solutionComponent.DrainAvailable).SpillAt(Owner.Transform.Coordinates, "PuddleSmear");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
224
Content.Server/Fluids/Components/SprayComponent.cs
Normal file
224
Content.Server/Fluids/Components/SprayComponent.cs
Normal file
@@ -0,0 +1,224 @@
|
||||
using System;
|
||||
using System.Threading.Tasks;
|
||||
using Content.Server.Chemistry.Components;
|
||||
using Content.Shared.ActionBlocker;
|
||||
using Content.Shared.Audio;
|
||||
using Content.Shared.Chemistry.Reagent;
|
||||
using Content.Shared.Cooldown;
|
||||
using Content.Shared.DragDrop;
|
||||
using Content.Shared.Fluids;
|
||||
using Content.Shared.Interaction;
|
||||
using Content.Shared.Notification;
|
||||
using Content.Shared.Vapor;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Player;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
using Robust.Shared.Timing;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Server.Fluids.Components
|
||||
{
|
||||
[RegisterComponent]
|
||||
class SprayComponent : SharedSprayComponent, IAfterInteract, IUse, IActivate, IDropped
|
||||
{
|
||||
public const float SprayDistance = 3f;
|
||||
|
||||
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
||||
[Dependency] private readonly IServerEntityManager _serverEntityManager = default!;
|
||||
|
||||
[DataField("transferAmount")]
|
||||
private ReagentUnit _transferAmount = ReagentUnit.New(10);
|
||||
[DataField("spraySound")]
|
||||
private string? _spraySound;
|
||||
[DataField("sprayVelocity")]
|
||||
private float _sprayVelocity = 1.5f;
|
||||
[DataField("sprayAliveTime")]
|
||||
private float _sprayAliveTime = 0.75f;
|
||||
private TimeSpan _lastUseTime;
|
||||
private TimeSpan _cooldownEnd;
|
||||
[DataField("cooldownTime")]
|
||||
private float _cooldownTime = 0.5f;
|
||||
[DataField("sprayedPrototype")]
|
||||
private string _vaporPrototype = "Vapor";
|
||||
[DataField("vaporAmount")]
|
||||
private int _vaporAmount = 1;
|
||||
[DataField("vaporSpread")]
|
||||
private float _vaporSpread = 90f;
|
||||
[DataField("hasSafety")]
|
||||
private bool _hasSafety;
|
||||
[DataField("safety")]
|
||||
private bool _safety = true;
|
||||
[DataField("impulse")]
|
||||
private float _impulse = 0f;
|
||||
|
||||
/// <summary>
|
||||
/// The amount of solution to be sprayer from this solution when using it
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
public ReagentUnit TransferAmount
|
||||
{
|
||||
get => _transferAmount;
|
||||
set => _transferAmount = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The speed at which the vapor starts when sprayed
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
public float Velocity
|
||||
{
|
||||
get => _sprayVelocity;
|
||||
set => _sprayVelocity = value;
|
||||
}
|
||||
|
||||
public string? SpraySound => _spraySound;
|
||||
|
||||
public ReagentUnit CurrentVolume => Owner.GetComponentOrNull<SolutionContainerComponent>()?.CurrentVolume ?? ReagentUnit.Zero;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
Owner.EnsureComponentWarn(out SolutionContainerComponent _);
|
||||
|
||||
if (_hasSafety)
|
||||
{
|
||||
SetSafety(Owner, _safety);
|
||||
}
|
||||
}
|
||||
|
||||
async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
|
||||
{
|
||||
if (!ActionBlockerSystem.CanInteract(eventArgs.User))
|
||||
return false;
|
||||
|
||||
if (_hasSafety && _safety)
|
||||
{
|
||||
Owner.PopupMessage(eventArgs.User, Loc.GetString("Its safety is on!"));
|
||||
return true;
|
||||
}
|
||||
|
||||
if (CurrentVolume <= 0)
|
||||
{
|
||||
Owner.PopupMessage(eventArgs.User, Loc.GetString("It's empty!"));
|
||||
return true;
|
||||
}
|
||||
|
||||
var curTime = _gameTiming.CurTime;
|
||||
|
||||
if(curTime < _cooldownEnd)
|
||||
return true;
|
||||
|
||||
var playerPos = eventArgs.User.Transform.Coordinates;
|
||||
if (eventArgs.ClickLocation.GetGridId(_serverEntityManager) != playerPos.GetGridId(_serverEntityManager))
|
||||
return true;
|
||||
|
||||
if (!Owner.TryGetComponent(out SolutionContainerComponent? contents))
|
||||
return true;
|
||||
|
||||
var direction = (eventArgs.ClickLocation.Position - playerPos.Position).Normalized;
|
||||
var threeQuarters = direction * 0.75f;
|
||||
var quarter = direction * 0.25f;
|
||||
|
||||
var amount = Math.Max(Math.Min((contents.CurrentVolume / _transferAmount).Int(), _vaporAmount), 1);
|
||||
|
||||
var spread = _vaporSpread / amount;
|
||||
|
||||
for (var i = 0; i < amount; i++)
|
||||
{
|
||||
var rotation = new Angle(direction.ToAngle() + Angle.FromDegrees(spread * i) - Angle.FromDegrees(spread * (amount-1)/2));
|
||||
|
||||
var (_, diffPos) = eventArgs.ClickLocation - playerPos;
|
||||
var diffNorm = diffPos.Normalized;
|
||||
var diffLength = diffPos.Length;
|
||||
|
||||
var target = eventArgs.User.Transform.Coordinates.Offset((diffNorm + rotation.ToVec()).Normalized * diffLength + quarter);
|
||||
|
||||
if (target.TryDistance(Owner.EntityManager, playerPos, out var distance) && distance > SprayDistance)
|
||||
target = eventArgs.User.Transform.Coordinates.Offset(diffNorm * SprayDistance);
|
||||
|
||||
var solution = contents.SplitSolution(_transferAmount);
|
||||
|
||||
if (solution.TotalVolume <= ReagentUnit.Zero)
|
||||
break;
|
||||
|
||||
var vapor = _serverEntityManager.SpawnEntity(_vaporPrototype, playerPos.Offset(distance < 1 ? quarter : threeQuarters));
|
||||
vapor.Transform.LocalRotation = rotation;
|
||||
|
||||
if (vapor.TryGetComponent(out AppearanceComponent? appearance)) // Vapor sprite should face down.
|
||||
{
|
||||
appearance.SetData(VaporVisuals.Rotation, -Angle.South + rotation);
|
||||
appearance.SetData(VaporVisuals.Color, contents.Color.WithAlpha(1f));
|
||||
appearance.SetData(VaporVisuals.State, true);
|
||||
}
|
||||
|
||||
// Add the solution to the vapor and actually send the thing
|
||||
var vaporComponent = vapor.GetComponent<VaporComponent>();
|
||||
vaporComponent.TryAddSolution(solution);
|
||||
|
||||
vaporComponent.Start(rotation.ToVec(), _sprayVelocity, target, _sprayAliveTime);
|
||||
|
||||
if (_impulse > 0f && eventArgs.User.TryGetComponent(out IPhysBody? body))
|
||||
{
|
||||
body.ApplyLinearImpulse(-direction * _impulse);
|
||||
}
|
||||
}
|
||||
|
||||
//Play sound
|
||||
if (!string.IsNullOrEmpty(_spraySound))
|
||||
{
|
||||
SoundSystem.Play(Filter.Pvs(Owner), _spraySound, Owner, AudioHelpers.WithVariation(0.125f));
|
||||
}
|
||||
|
||||
_lastUseTime = curTime;
|
||||
_cooldownEnd = _lastUseTime + TimeSpan.FromSeconds(_cooldownTime);
|
||||
|
||||
if (Owner.TryGetComponent(out ItemCooldownComponent? cooldown))
|
||||
{
|
||||
cooldown.CooldownStart = _lastUseTime;
|
||||
cooldown.CooldownEnd = _cooldownEnd;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool IUse.UseEntity(UseEntityEventArgs eventArgs)
|
||||
{
|
||||
ToggleSafety(eventArgs.User);
|
||||
return true;
|
||||
}
|
||||
|
||||
void IActivate.Activate(ActivateEventArgs eventArgs)
|
||||
{
|
||||
ToggleSafety(eventArgs.User);
|
||||
}
|
||||
|
||||
private void ToggleSafety(IEntity user)
|
||||
{
|
||||
SetSafety(user, !_safety);
|
||||
}
|
||||
|
||||
private void SetSafety(IEntity user, bool state)
|
||||
{
|
||||
if (!ActionBlockerSystem.CanInteract(user) || !_hasSafety)
|
||||
return;
|
||||
|
||||
_safety = state;
|
||||
|
||||
if(Owner.TryGetComponent(out AppearanceComponent? appearance))
|
||||
appearance.SetData(SprayVisuals.Safety, _safety);
|
||||
}
|
||||
|
||||
void IDropped.Dropped(DroppedEventArgs eventArgs)
|
||||
{
|
||||
if(_hasSafety && Owner.TryGetComponent(out AppearanceComponent? appearance))
|
||||
appearance.SetData(SprayVisuals.Safety, _safety);
|
||||
}
|
||||
}
|
||||
}
|
||||
48
Content.Server/Fluids/PuddleSystem.cs
Normal file
48
Content.Server/Fluids/PuddleSystem.cs
Normal file
@@ -0,0 +1,48 @@
|
||||
using Content.Server.Fluids.Components;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Map;
|
||||
|
||||
namespace Content.Server.Fluids
|
||||
{
|
||||
[UsedImplicitly]
|
||||
internal sealed class PuddleSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly IMapManager _mapManager = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
_mapManager.TileChanged += HandleTileChanged;
|
||||
}
|
||||
|
||||
public override void Shutdown()
|
||||
{
|
||||
base.Shutdown();
|
||||
_mapManager.TileChanged -= HandleTileChanged;
|
||||
}
|
||||
|
||||
//TODO: Replace all this with an Unanchored event that deletes the puddle
|
||||
private void HandleTileChanged(object? sender, TileChangedEventArgs eventArgs)
|
||||
{
|
||||
// If this gets hammered you could probably queue up all the tile changes every tick but I doubt that would ever happen.
|
||||
foreach (var puddle in ComponentManager.EntityQuery<PuddleComponent>(true))
|
||||
{
|
||||
// If the tile becomes space then delete it (potentially change by design)
|
||||
var puddleTransform = puddle.Owner.Transform;
|
||||
if(!puddleTransform.Anchored)
|
||||
continue;
|
||||
|
||||
var grid = _mapManager.GetGrid(puddleTransform.GridID);
|
||||
if (eventArgs.NewTile.GridIndex == puddle.Owner.Transform.GridID &&
|
||||
grid.TileIndicesFor(puddleTransform.Coordinates) == eventArgs.NewTile.GridIndices &&
|
||||
eventArgs.NewTile.Tile.IsEmpty)
|
||||
{
|
||||
puddle.Owner.QueueDelete();
|
||||
break; // Currently it's one puddle per tile, if that changes remove this
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user