89
Content.Server/Fluids/EntitySystems/DrainSystem.cs
Normal file
89
Content.Server/Fluids/EntitySystems/DrainSystem.cs
Normal file
@@ -0,0 +1,89 @@
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using Content.Server.Fluids.Components;
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using Content.Server.Chemistry.EntitySystems;
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using Content.Shared.FixedPoint;
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using Content.Shared.Interaction;
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using Content.Shared.Audio;
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namespace Content.Server.Fluids.EntitySystems
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{
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public sealed class DrainSystem : EntitySystem
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{
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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 SharedAmbientSoundSystem _ambientSoundSystem = default!;
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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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foreach (var drain in EntityQuery<DrainComponent>())
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{
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drain.Accumulator += frameTime;
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if (drain.Accumulator < drain.DrainFrequency)
|
||||
{
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||||
continue;
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||||
}
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drain.Accumulator -= drain.DrainFrequency;
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||||
|
||||
/// Best to do this one every second rather than once every tick...
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_solutionSystem.TryGetSolution(drain.Owner, DrainComponent.SolutionName, out var drainSolution);
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||||
if (drainSolution is null)
|
||||
return;
|
||||
|
||||
/// Remove a bit from the buffer
|
||||
_solutionSystem.SplitSolution(drain.Owner, drainSolution, (drain.UnitsDestroyedPerSecond * drain.DrainFrequency));
|
||||
|
||||
/// This will ensure that UnitsPerSecond is per second...
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var amount = drain.UnitsPerSecond * drain.DrainFrequency;
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var xform = Transform(drain.Owner);
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List<PuddleComponent> puddles = new();
|
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|
||||
foreach (var entity in _lookup.GetEntitiesInRange(xform.MapPosition, drain.Range))
|
||||
{
|
||||
/// No InRangeUnobstructed because there's no collision group that fits right now
|
||||
/// and these are placed by mappers and not buildable/movable so shouldnt really be a problem...
|
||||
if (TryComp<PuddleComponent>(entity, out var puddleComp))
|
||||
{
|
||||
puddles.Add(puddleComp);
|
||||
}
|
||||
}
|
||||
|
||||
if (puddles.Count == 0)
|
||||
{
|
||||
_ambientSoundSystem.SetAmbience(drain.Owner, false);
|
||||
continue;
|
||||
}
|
||||
|
||||
_ambientSoundSystem.SetAmbience(drain.Owner, true);
|
||||
|
||||
amount /= puddles.Count;
|
||||
|
||||
foreach (var puddle in puddles)
|
||||
{
|
||||
/// Queue the solution deletion if it's empty. EvaporationSystem might also do this
|
||||
/// but queuedelete should be pretty safe.
|
||||
if (!_solutionSystem.TryGetSolution(puddle.Owner, puddle.SolutionName, out var puddleSolution))
|
||||
{
|
||||
EntityManager.QueueDeleteEntity(puddle.Owner);
|
||||
continue;
|
||||
}
|
||||
|
||||
/// Removes the lowest of:
|
||||
/// the drain component's units per second adjusted for # of puddles
|
||||
/// the puddle's remaining volume (making it cleanly zero)
|
||||
/// the drain's remaining volume in its buffer.
|
||||
var transferSolution = _solutionSystem.SplitSolution(puddle.Owner, puddleSolution,
|
||||
FixedPoint2.Min(FixedPoint2.New(amount), puddleSolution.CurrentVolume, drainSolution.AvailableVolume));
|
||||
|
||||
_solutionSystem.TryAddSolution(drain.Owner, drainSolution, transferSolution);
|
||||
|
||||
if (puddleSolution.CurrentVolume <= 0)
|
||||
{
|
||||
EntityManager.QueueDeleteEntity(puddle.Owner);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user