Mop & Bucket Behaviour Change (#6193)
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@@ -34,6 +34,7 @@ namespace Content.Server.Fluids.Components
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/// </summary>
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public bool Mopping { get; private set; }
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// MopSolution Object stores whatever solution the mop has absorbed.
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public Solution? MopSolution
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{
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get
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@@ -43,6 +44,7 @@ namespace Content.Server.Fluids.Components
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}
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}
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// MaxVolume is the Maximum volume the mop can absorb (however, this is defined in janitor.yml)
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public FixedPoint2 MaxVolume
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{
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get => MopSolution?.MaxVolume ?? FixedPoint2.Zero;
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@@ -56,8 +58,12 @@ namespace Content.Server.Fluids.Components
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}
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}
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// CurrentVolume is the volume the mop has absorbed.
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public FixedPoint2 CurrentVolume => MopSolution?.CurrentVolume ?? FixedPoint2.Zero;
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// AvailableVolume is the remaining volume capacity of the mop.
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public FixedPoint2 AvailableVolume => MopSolution?.AvailableVolume ?? FixedPoint2.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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@@ -99,11 +105,6 @@ namespace Content.Server.Fluids.Components
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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("mop-component-mop-is-dry-message"));
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return false;
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}
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if (eventArgs.Target is not {Valid: true} target)
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{
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@@ -117,8 +118,15 @@ namespace Content.Server.Fluids.Components
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!solutionSystem.TryGetSolution((puddleComponent).Owner, puddleComponent.SolutionName, out var puddleSolution))
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return false;
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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 * puddleSolution.CurrentVolume.Float() / 10.0f,
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// if the mop is full
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if(AvailableVolume <= 0)
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("mop-component-mop-is-full-message"));
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return false;
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}
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// Mopping duration (aka delay) should scale with PickupAmount and not puddle volume, because we are picking up a constant volume of solution with each click.
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var doAfterArgs = new DoAfterEventArgs(eventArgs.User, _mopSpeed * PickupAmount.Float() / 10.0f,
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target: target)
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{
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BreakOnUserMove = true,
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@@ -138,30 +146,22 @@ namespace Content.Server.Fluids.Components
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FixedPoint2 transferAmount;
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// does the puddle actually have reagents? it might not if its a weird cosmetic entity.
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if (puddleSolution.TotalVolume == 0)
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transferAmount = FixedPoint2.Min(PickupAmount, CurrentVolume);
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transferAmount = FixedPoint2.Min(PickupAmount, AvailableVolume);
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else
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transferAmount = FixedPoint2.Min(PickupAmount, puddleSolution.TotalVolume, CurrentVolume);
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transferAmount = FixedPoint2.Min(PickupAmount, puddleSolution.TotalVolume, AvailableVolume);
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// is the puddle cleaned?
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if (puddleSolution.TotalVolume - transferAmount <= 0)
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bool isCleaned = (puddleSolution.TotalVolume - transferAmount <= 0);
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// Transfers solution from the puddle to the mop
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solutionSystem.TryAddSolution(Owner, contents, solutionSystem.SplitSolution(target, puddleSolution, transferAmount));
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if (isCleaned)
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{
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// deletes the puddle
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_entities.DeleteEntity(puddleComponent.Owner);
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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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var splitSolution = solutionSystem.SplitSolution(Owner, 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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// remove solution from the puddle
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solutionSystem.SplitSolution(target, puddleSolution, transferAmount);
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// and from the mop
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solutionSystem.SplitSolution(Owner, contents, transferAmount);
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}
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SoundSystem.Play(Filter.Pvs(Owner), _pickupSound.GetSound(), Owner);
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return true;
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