A return to foam (foam rework) (#20831)
This commit is contained in:
@@ -1,14 +1,23 @@
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using System.Linq;
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using Content.Server.Chemistry.Components;
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using Content.Server.Administration.Logs;
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using Content.Server.Body.Components;
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using Content.Server.Body.Systems;
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using Content.Server.Chemistry.ReactionEffects;
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using Content.Server.Spreader;
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using Content.Shared.Chemistry;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Chemistry.Reaction;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Database;
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using Content.Shared.FixedPoint;
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using Content.Shared.Smoking;
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using Robust.Server.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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@@ -22,70 +31,140 @@ namespace Content.Server.Fluids.EntitySystems;
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public sealed class SmokeSystem : EntitySystem
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{
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// If I could do it all again this could probably use a lot more of puddles.
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[Dependency] private readonly IAdminLogManager _logger = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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[Dependency] private readonly AppearanceSystem _appearance = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly SolutionContainerSystem _solutionSystem = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly AppearanceSystem _appearance = default!;
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[Dependency] private readonly BloodstreamSystem _blood = default!;
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[Dependency] private readonly InternalsSystem _internals = default!;
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[Dependency] private readonly ReactiveSystem _reactive = default!;
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[Dependency] private readonly SharedBroadphaseSystem _broadphase = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly SolutionContainerSystem _solutionSystem = default!;
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[Dependency] private readonly TransformSystem _transform = default!;
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private EntityQuery<SmokeComponent> _smokeQuery;
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private EntityQuery<SmokeAffectedComponent> _smokeAffectedQuery;
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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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SubscribeLocalEvent<SmokeComponent, EntityUnpausedEvent>(OnSmokeUnpaused);
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_smokeQuery = GetEntityQuery<SmokeComponent>();
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_smokeAffectedQuery = GetEntityQuery<SmokeAffectedComponent>();
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SubscribeLocalEvent<SmokeComponent, StartCollideEvent>(OnStartCollide);
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SubscribeLocalEvent<SmokeComponent, EndCollideEvent>(OnEndCollide);
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SubscribeLocalEvent<SmokeComponent, ReactionAttemptEvent>(OnReactionAttempt);
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SubscribeLocalEvent<SmokeComponent, SpreadNeighborsEvent>(OnSmokeSpread);
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SubscribeLocalEvent<SmokeAffectedComponent, EntityUnpausedEvent>(OnAffectedUnpaused);
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}
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/// <inheritdoc/>
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<SmokeAffectedComponent>();
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var curTime = _timing.CurTime;
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while (query.MoveNext(out var uid, out var smoke))
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{
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if (curTime < smoke.NextSecond)
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continue;
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smoke.NextSecond += TimeSpan.FromSeconds(1);
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SmokeReact(uid, smoke.SmokeEntity);
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}
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}
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private void OnStartCollide(EntityUid uid, SmokeComponent component, ref StartCollideEvent args)
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{
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if (_smokeAffectedQuery.HasComponent(args.OtherEntity))
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return;
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var smokeAffected = AddComp<SmokeAffectedComponent>(args.OtherEntity);
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smokeAffected.SmokeEntity = uid;
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smokeAffected.NextSecond = _timing.CurTime + TimeSpan.FromSeconds(1);
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}
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private void OnEndCollide(EntityUid uid, SmokeComponent component, ref EndCollideEvent args)
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{
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// if we are already in smoke, make sure the thing we are exiting is the current smoke we are in.
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if (_smokeAffectedQuery.TryGetComponent(args.OtherEntity, out var smokeAffectedComponent))
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{
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if (smokeAffectedComponent.SmokeEntity != uid)
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return;
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}
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var exists = Exists(uid);
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if (!TryComp<PhysicsComponent>(args.OtherEntity, out var body))
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return;
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foreach (var ent in _physics.GetContactingEntities(args.OtherEntity, body))
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{
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if (exists && ent == uid)
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continue;
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if (!_smokeQuery.HasComponent(ent))
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continue;
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smokeAffectedComponent ??= EnsureComp<SmokeAffectedComponent>(args.OtherEntity);
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smokeAffectedComponent.SmokeEntity = ent;
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return; // exit the function so we don't remove the component.
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}
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if (smokeAffectedComponent != null)
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RemComp(args.OtherEntity, smokeAffectedComponent);
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}
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private void OnAffectedUnpaused(EntityUid uid, SmokeAffectedComponent component, ref EntityUnpausedEvent args)
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{
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component.NextSecond += args.PausedTime;
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}
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private void OnSmokeSpread(EntityUid uid, SmokeComponent component, ref SpreadNeighborsEvent args)
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{
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if (component.SpreadAmount == 0
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|| !_solutionSystem.TryGetSolution(uid, SmokeComponent.SolutionName, out var solution))
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if (component.SpreadAmount == 0 || !_solutionSystem.TryGetSolution(uid, SmokeComponent.SolutionName, out var solution))
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{
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RemCompDeferred<ActiveEdgeSpreaderComponent>(uid);
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return;
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}
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var prototype = MetaData(uid).EntityPrototype;
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if (prototype == null)
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if (Prototype(uid) is not { } prototype)
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{
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RemCompDeferred<ActiveEdgeSpreaderComponent>(uid);
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return;
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}
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if (!args.NeighborFreeTiles.Any())
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return;
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TryComp<TimedDespawnComponent>(uid, out var timer);
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_appearance.TryGetData(uid, SmokeVisuals.Color, out var color);
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// wtf is the logic behind any of this.
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var smokePerSpread = 1 + component.SpreadAmount / Math.Max(1, args.NeighborFreeTiles.Count);
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var smokePerSpread = component.SpreadAmount / Math.Max(1, args.NeighborFreeTiles.Count);
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foreach (var neighbor in args.NeighborFreeTiles)
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{
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var coords = neighbor.Grid.GridTileToLocal(neighbor.Tile);
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var ent = Spawn(prototype.ID, coords);
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var neighborSmoke = EnsureComp<SmokeComponent>(ent);
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neighborSmoke.SpreadAmount = Math.Max(0, smokePerSpread - 2); // why - 2? who the fuck knows.
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component.SpreadAmount--;
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args.Updates--;
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var spreadAmount = Math.Max(0, smokePerSpread);
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component.SpreadAmount -= args.NeighborFreeTiles.Count();
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// Listen this is the old behaviour iunno
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Start(ent, neighborSmoke, solution.Clone(), timer?.Lifetime ?? 10f);
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if (color != null)
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_appearance.SetData(ent, SmokeVisuals.Color, color);
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StartSmoke(ent, solution.Clone(), timer?.Lifetime ?? component.Duration, spreadAmount);
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if (component.SpreadAmount == 0)
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{
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RemCompDeferred<ActiveEdgeSpreaderComponent>(uid);
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break;
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}
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if (args.Updates <= 0)
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break;
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}
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args.Updates--;
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if (args.NeighborFreeTiles.Count > 0 || args.Neighbors.Count == 0 || component.SpreadAmount < 1)
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return;
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@@ -100,7 +179,6 @@ public sealed class SmokeSystem : EntitySystem
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continue;
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smoke.SpreadAmount++;
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args.Updates--;
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component.SpreadAmount--;
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EnsureComp<ActiveEdgeSpreaderComponent>(neighbor);
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@@ -110,6 +188,7 @@ public sealed class SmokeSystem : EntitySystem
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break;
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}
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}
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}
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private void OnReactionAttempt(EntityUid uid, SmokeComponent component, ReactionAttemptEvent args)
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@@ -128,101 +207,117 @@ public sealed class SmokeSystem : EntitySystem
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}
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}
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private void OnSmokeUnpaused(EntityUid uid, SmokeComponent component, ref EntityUnpausedEvent args)
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/// <summary>
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/// Sets up a smoke component for spreading.
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/// </summary>
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public void StartSmoke(EntityUid uid, Solution solution, float duration, int spreadAmount, SmokeComponent? component = null)
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{
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component.NextReact += args.PausedTime;
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}
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if (!Resolve(uid, ref component))
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return;
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/// <inheritdoc/>
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<SmokeComponent>();
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var curTime = _timing.CurTime;
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component.SpreadAmount = spreadAmount;
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component.Duration = duration;
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component.TransferRate = solution.Volume / duration;
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TryAddSolution(uid, solution);
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Dirty(uid, component);
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EnsureComp<ActiveEdgeSpreaderComponent>(uid);
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while (query.MoveNext(out var uid, out var smoke))
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if (TryComp<PhysicsComponent>(uid, out var body) && TryComp<FixturesComponent>(uid, out var fixtures))
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{
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if (smoke.NextReact > curTime)
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continue;
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smoke.NextReact += TimeSpan.FromSeconds(1.5);
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SmokeReact(uid, 1f, smoke);
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var xform = Transform(uid);
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_physics.SetBodyType(uid, BodyType.Dynamic, fixtures, body, xform);
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_physics.SetCanCollide(uid, true, manager: fixtures, body: body);
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_broadphase.RegenerateContacts(uid, body, fixtures, xform);
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}
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var timer = EnsureComp<TimedDespawnComponent>(uid);
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timer.Lifetime = duration;
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// The tile reaction happens here because it only occurs once.
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ReactOnTile(uid, component);
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}
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/// <summary>
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/// Does the relevant smoke reactions for an entity for the specified exposure duration.
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/// Does the relevant smoke reactions for an entity.
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/// </summary>
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public void SmokeReact(EntityUid uid, float frameTime, SmokeComponent? component = null, TransformComponent? xform = null)
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public void SmokeReact(EntityUid entity, EntityUid smokeUid, SmokeComponent? component = null)
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{
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if (!Resolve(uid, ref component, ref xform))
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if (!Resolve(smokeUid, ref component))
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return;
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if (!_solutionSystem.TryGetSolution(uid, SmokeComponent.SolutionName, out var solution) ||
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if (!_solutionSystem.TryGetSolution(smokeUid, SmokeComponent.SolutionName, out var solution) ||
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solution.Contents.Count == 0)
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{
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return;
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}
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ReactWithEntity(entity, smokeUid, solution, component);
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UpdateVisuals(smokeUid);
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}
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private void ReactWithEntity(EntityUid entity, EntityUid smokeUid, Solution solution, SmokeComponent? component = null)
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{
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if (!Resolve(smokeUid, ref component))
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return;
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if (!TryComp<BloodstreamComponent>(entity, out var bloodstream))
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return;
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var blockIngestion = _internals.AreInternalsWorking(entity);
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var cloneSolution = solution.Clone();
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var availableTransfer = FixedPoint2.Min(cloneSolution.Volume, component.TransferRate);
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var transferAmount = FixedPoint2.Min(availableTransfer, bloodstream.ChemicalSolution.AvailableVolume);
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var transferSolution = cloneSolution.SplitSolution(transferAmount);
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foreach (var reagentQuantity in transferSolution.Contents.ToArray())
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{
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if (reagentQuantity.Quantity == FixedPoint2.Zero)
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continue;
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var reagentProto = _prototype.Index<ReagentPrototype>(reagentQuantity.Reagent.Prototype);
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_reactive.ReactionEntity(entity, ReactionMethod.Touch, reagentProto, reagentQuantity, transferSolution);
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if (!blockIngestion)
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_reactive.ReactionEntity(entity, ReactionMethod.Ingestion, reagentProto, reagentQuantity, transferSolution);
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}
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if (blockIngestion)
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return;
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if (_blood.TryAddToChemicals(entity, transferSolution, bloodstream))
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{
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// Log solution addition by smoke
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_logger.Add(LogType.ForceFeed, LogImpact.Medium, $"{ToPrettyString(entity):target} ingested smoke {SolutionContainerSystem.ToPrettyString(transferSolution)}");
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}
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}
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private void ReactOnTile(EntityUid uid, SmokeComponent? component = null, TransformComponent? xform = null)
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{
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if (!Resolve(uid, ref component, ref xform))
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return;
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if (!_solutionSystem.TryGetSolution(uid, SmokeComponent.SolutionName, out var solution) || !solution.Any())
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return;
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if (!_mapManager.TryGetGrid(xform.GridUid, out var mapGrid))
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return;
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var tile = mapGrid.GetTileRef(xform.Coordinates.ToVector2i(EntityManager, _mapManager));
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var solutionFraction = 1 / Math.Floor(frameTime);
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var ents = _lookup.GetEntitiesIntersecting(tile, 0f, flags: LookupFlags.Uncontained).ToArray();
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var tile = mapGrid.GetTileRef(xform.Coordinates.ToVector2i(EntityManager, _mapManager, _transform));
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foreach (var reagentQuantity in solution.Contents.ToArray())
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{
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if (reagentQuantity.Quantity == FixedPoint2.Zero)
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continue;
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// NOOP, react with entities on the tile or whatever.
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var reagent = _prototype.Index<ReagentPrototype>(reagentQuantity.Reagent.Prototype);
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reagent.ReactionTile(tile, reagentQuantity.Quantity);
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}
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foreach (var entity in ents)
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{
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if (entity == uid)
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continue;
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ReactWithEntity(entity, solution, solutionFraction);
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}
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UpdateVisuals(uid);
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}
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private void UpdateVisuals(EntityUid uid)
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{
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if (TryComp(uid, out AppearanceComponent? appearance) &&
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_solutionSystem.TryGetSolution(uid, SmokeComponent.SolutionName, out var solution))
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{
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var color = solution.GetColor(_prototype);
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_appearance.SetData(uid, SmokeVisuals.Color, color, appearance);
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}
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}
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private void ReactWithEntity(EntityUid entity, Solution solution, double solutionFraction)
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{
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// NOOP due to people complaining constantly.
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return;
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}
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/// <summary>
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/// Sets up a smoke component for spreading.
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/// </summary>
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public void Start(EntityUid uid, SmokeComponent component, Solution solution, float duration)
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{
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TryAddSolution(uid, component, solution);
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EnsureComp<ActiveEdgeSpreaderComponent>(uid);
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var timer = EnsureComp<TimedDespawnComponent>(uid);
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timer.Lifetime = duration;
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}
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/// <summary>
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/// Adds the specified solution to the relevant smoke solution.
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/// </summary>
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public void TryAddSolution(EntityUid uid, SmokeComponent component, Solution solution)
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private void TryAddSolution(EntityUid uid, Solution solution)
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{
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if (solution.Volume == FixedPoint2.Zero)
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return;
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@@ -237,4 +332,14 @@ public sealed class SmokeSystem : EntitySystem
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UpdateVisuals(uid);
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}
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private void UpdateVisuals(EntityUid uid)
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{
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if (!TryComp(uid, out AppearanceComponent? appearance) ||
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!_solutionSystem.TryGetSolution(uid, SmokeComponent.SolutionName, out var solution))
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return;
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var color = solution.GetColor(_prototype);
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_appearance.SetData(uid, SmokeVisuals.Color, color, appearance);
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}
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}
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