Fix spill crash (#5480)

* fix spill

* clean up mop component

* remove unecessary code
This commit is contained in:
Leon Friedrich
2021-11-24 06:14:46 +13:00
committed by GitHub
parent cc79053825
commit 1de82b4324
3 changed files with 70 additions and 82 deletions

View File

@@ -61,7 +61,13 @@ namespace Content.Server.Fluids.Components
// Dumping in a bucket requires 1 click
// Long-term you'd probably use a cooldown and start the pickup once we have some form of global cooldown
[DataField("pickup_amount")]
public FixedPoint2 PickupAmount { get; } = FixedPoint2.New(5);
public FixedPoint2 PickupAmount { get; } = FixedPoint2.New(10);
/// <summary>
/// After cleaning a floor tile, leave this much reagent as a puddle. I.e., leave behind a wet floor.
/// </summary>
[DataField("residueAmount")]
public FixedPoint2 ResidueAmount { get; } = FixedPoint2.New(5);
[DataField("pickup_sound")]
private SoundSpecifier _pickupSound = new SoundPathSpecifier("/Audio/Effects/Fluids/slosh.ogg");
@@ -81,54 +87,43 @@ namespace Content.Server.Fluids.Components
* It will try to destroy solution on the mop to do so, and if it is successful
* will spill some of the mop's solution onto the puddle which will evaporate eventually.
*/
var solutionSystem = EntitySystem.Get<SolutionContainerSystem>();
if (!EntitySystem.Get<SolutionContainerSystem>().TryGetSolution(Owner.Uid, SolutionName, out var contents ) ||
if (!solutionSystem.TryGetSolution(Owner.Uid, SolutionName, out var contents ) ||
Mopping ||
!eventArgs.InRangeUnobstructed(ignoreInsideBlocker: true, popup: true))
{
return false;
}
var currentVolume = CurrentVolume;
if (eventArgs.Target == null)
{
if (currentVolume > 0)
{
// Drop the liquid on the mop on to the ground
EntitySystem.Get<SolutionContainerSystem>().SplitSolution(Owner.Uid, contents, CurrentVolume)
.SpillAt(eventArgs.ClickLocation, "PuddleSmear");
return true;
}
return false;
}
if (!eventArgs.Target.TryGetComponent(out PuddleComponent? puddleComponent))
{
return false;
}
var puddleVolume = puddleComponent.CurrentVolume;
if (currentVolume <= 0)
if (CurrentVolume <= 0)
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("mop-component-mop-is-dry-message"));
return false;
}
Mopping = true;
if (eventArgs.Target == null)
{
// Drop the liquid on the mop on to the ground
solutionSystem.SplitSolution(Owner.Uid, contents, FixedPoint2.Min(ResidueAmount, CurrentVolume))
.SpillAt(eventArgs.ClickLocation, "PuddleSmear");
return true;
}
if (!eventArgs.Target.TryGetComponent(out PuddleComponent? puddleComponent) ||
!solutionSystem.TryGetSolution(puddleComponent.OwnerUid, puddleComponent.SolutionName, out var puddleSolution))
return false;
// 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.
var doAfterArgs = new DoAfterEventArgs(eventArgs.User, _mopSpeed * puddleVolume.Float() / 10.0f,
var doAfterArgs = new DoAfterEventArgs(eventArgs.User, _mopSpeed * puddleSolution.CurrentVolume.Float() / 10.0f,
target: eventArgs.Target)
{
BreakOnUserMove = true,
BreakOnStun = true,
BreakOnDamage = true,
};
Mopping = true;
var result = await EntitySystem.Get<DoAfterSystem>().WaitDoAfter(doAfterArgs);
Mopping = false;
if (result == DoAfterStatus.Cancelled ||
@@ -136,39 +131,32 @@ namespace Content.Server.Fluids.Components
puddleComponent.Deleted)
return false;
// Annihilate the puddle
var transferAmount = FixedPoint2.Min(FixedPoint2.New(5), puddleComponent.CurrentVolume, CurrentVolume);
var puddleCleaned = puddleComponent.CurrentVolume - transferAmount <= 0;
var puddleSystem = EntitySystem.Get<PuddleSystem>();
var solutionSystem = EntitySystem.Get<SolutionContainerSystem>();
if (transferAmount == 0)
{
if (puddleSystem.EmptyHolder(puddleComponent.Owner.Uid, puddleComponent)) //The puddle doesn't actually *have* reagents, for example vomit because there's no "vomit" reagent.
{
puddleComponent.Owner.Delete();
transferAmount = FixedPoint2.Min(FixedPoint2.New(5), CurrentVolume);
puddleCleaned = true;
}
else
{
return true;
}
}
FixedPoint2 transferAmount;
// does the puddle actually have reagents? it might not if its a weird cosmetic entity.
if (puddleSolution.TotalVolume == 0)
transferAmount = FixedPoint2.Min(PickupAmount, CurrentVolume);
else
{
if (solutionSystem.TryGetSolution(eventArgs.Target.Uid, puddleComponent.SolutionName, out var puddleSolution))
solutionSystem.SplitSolution(eventArgs.Target.Uid, puddleSolution, transferAmount);
}
transferAmount = FixedPoint2.Min(PickupAmount, puddleSolution.TotalVolume, CurrentVolume);
if (puddleCleaned) //After cleaning the puddle, make a new puddle with solution from the mop as a "wet floor". Then evaporate it slowly.
// is the puddle cleaned?
if (puddleSolution.TotalVolume - transferAmount <= 0)
{
puddleComponent.Owner.Delete();
// After cleaning the puddle, make a new puddle with solution from the mop as a "wet floor". Then evaporate it slowly.
// we do this WITHOUT adding to the existing puddle. Otherwise we have might have water puddles with the vomit sprite.
solutionSystem.SplitSolution(Owner.Uid, contents, transferAmount)
.SpillAt(eventArgs.ClickLocation, "PuddleSmear");
.SplitSolution(ResidueAmount)
.SpillAt(eventArgs.ClickLocation, "PuddleSmear", combine: false);
}
else
{
EntitySystem.Get<SolutionContainerSystem>().SplitSolution(Owner.Uid, contents, transferAmount);
// remove solution from the puddle
solutionSystem.SplitSolution(eventArgs.Target.Uid, puddleSolution, transferAmount);
// and from the mop
solutionSystem.SplitSolution(Owner.Uid, contents, transferAmount);
}
SoundSystem.Play(Filter.Pvs(Owner), _pickupSound.GetSound(), Owner);