Fix spill crash (#5480)
* fix spill * clean up mop component * remove unecessary code
This commit is contained in:
@@ -17,7 +17,7 @@ namespace Content.Server.Chemistry.TileReactions
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{
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if (reactVolume < 5 || !tile.TryGetPuddle(null, out _)) return FixedPoint2.Zero;
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return tile.SpillAt(new Solution(reagent.ID, reactVolume), "PuddleSmear", true, false) != null ? reactVolume : FixedPoint2.Zero;
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return tile.SpillAt(new Solution(reagent.ID, reactVolume), "PuddleSmear", true, false, true) != null ? reactVolume : FixedPoint2.Zero;
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}
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}
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}
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@@ -61,7 +61,13 @@ namespace Content.Server.Fluids.Components
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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 FixedPoint2 PickupAmount { get; } = FixedPoint2.New(5);
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public FixedPoint2 PickupAmount { get; } = FixedPoint2.New(10);
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/// <summary>
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/// After cleaning a floor tile, leave this much reagent as a puddle. I.e., leave behind a wet floor.
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/// </summary>
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[DataField("residueAmount")]
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public FixedPoint2 ResidueAmount { get; } = FixedPoint2.New(5);
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[DataField("pickup_sound")]
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private SoundSpecifier _pickupSound = new SoundPathSpecifier("/Audio/Effects/Fluids/slosh.ogg");
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@@ -81,54 +87,43 @@ namespace Content.Server.Fluids.Components
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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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var solutionSystem = EntitySystem.Get<SolutionContainerSystem>();
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if (!EntitySystem.Get<SolutionContainerSystem>().TryGetSolution(Owner.Uid, SolutionName, out var contents ) ||
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if (!solutionSystem.TryGetSolution(Owner.Uid, SolutionName, out var 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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EntitySystem.Get<SolutionContainerSystem>().SplitSolution(Owner.Uid, contents, CurrentVolume)
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.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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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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Mopping = true;
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if (eventArgs.Target == null)
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{
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// Drop the liquid on the mop on to the ground
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solutionSystem.SplitSolution(Owner.Uid, contents, FixedPoint2.Min(ResidueAmount, CurrentVolume))
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.SpillAt(eventArgs.ClickLocation, "PuddleSmear");
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return true;
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}
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if (!eventArgs.Target.TryGetComponent(out PuddleComponent? puddleComponent) ||
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!solutionSystem.TryGetSolution(puddleComponent.OwnerUid, 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 * puddleVolume.Float() / 10.0f,
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var doAfterArgs = new DoAfterEventArgs(eventArgs.User, _mopSpeed * puddleSolution.CurrentVolume.Float() / 10.0f,
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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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Mopping = true;
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var result = await EntitySystem.Get<DoAfterSystem>().WaitDoAfter(doAfterArgs);
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Mopping = false;
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if (result == DoAfterStatus.Cancelled ||
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@@ -136,39 +131,32 @@ namespace Content.Server.Fluids.Components
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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 = FixedPoint2.Min(FixedPoint2.New(5), puddleComponent.CurrentVolume, CurrentVolume);
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var puddleCleaned = puddleComponent.CurrentVolume - transferAmount <= 0;
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var puddleSystem = EntitySystem.Get<PuddleSystem>();
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var solutionSystem = EntitySystem.Get<SolutionContainerSystem>();
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if (transferAmount == 0)
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{
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if (puddleSystem.EmptyHolder(puddleComponent.Owner.Uid, puddleComponent)) //The puddle doesn't actually *have* reagents, for example vomit because there's no "vomit" reagent.
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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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else
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transferAmount = FixedPoint2.Min(PickupAmount, puddleSolution.TotalVolume, CurrentVolume);
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// is the puddle cleaned?
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if (puddleSolution.TotalVolume - transferAmount <= 0)
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{
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puddleComponent.Owner.Delete();
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transferAmount = FixedPoint2.Min(FixedPoint2.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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if (solutionSystem.TryGetSolution(eventArgs.Target.Uid, puddleComponent.SolutionName, out var puddleSolution))
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solutionSystem.SplitSolution(eventArgs.Target.Uid, puddleSolution, 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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// 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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solutionSystem.SplitSolution(Owner.Uid, contents, transferAmount)
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.SpillAt(eventArgs.ClickLocation, "PuddleSmear");
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.SplitSolution(ResidueAmount)
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.SpillAt(eventArgs.ClickLocation, "PuddleSmear", combine: false);
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}
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else
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{
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EntitySystem.Get<SolutionContainerSystem>().SplitSolution(Owner.Uid, contents, transferAmount);
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// remove solution from the puddle
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solutionSystem.SplitSolution(eventArgs.Target.Uid, puddleSolution, transferAmount);
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// and from the mop
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solutionSystem.SplitSolution(Owner.Uid, contents, transferAmount);
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}
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SoundSystem.Play(Filter.Pvs(Owner), _pickupSound.GetSound(), Owner);
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@@ -27,10 +27,11 @@ namespace Content.Server.Fluids.Components
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/// <param name="prototype">The prototype to use.</param>
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/// <param name="sound">Play the spill sound.</param>
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/// <returns>The puddle if one was created, null otherwise.</returns>
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/// <param name="combine">Whether to attempt to merge with existing puddles</param>
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public static PuddleComponent? SpillAt(this Solution solution, IEntity entity, string prototype,
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bool sound = true)
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bool sound = true, bool combine = true)
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{
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return solution.SpillAt(entity.Transform.Coordinates, prototype, sound);
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return solution.SpillAt(entity.Transform.Coordinates, prototype, sound, combine: combine);
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}
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/// <summary>
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@@ -43,13 +44,14 @@ namespace Content.Server.Fluids.Components
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/// <param name="prototype">The prototype to use.</param>
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/// <param name="sound">Play the spill sound.</param>
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/// <param name="entityManager"></param>
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/// <param name="combine">Whether to attempt to merge with existing puddles</param>
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/// <returns>The puddle if one was created, null otherwise.</returns>
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public static PuddleComponent? SpillAt(this Solution solution, EntityUid entity, string prototype,
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bool sound = true, IEntityManager? entityManager = null)
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bool sound = true, IEntityManager? entityManager = null, bool combine = true)
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{
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entityManager ??= IoCManager.Resolve<IEntityManager>();
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return solution.SpillAt(entityManager.GetComponent<TransformComponent>(entity).Coordinates, prototype, sound);
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return solution.SpillAt(entityManager.GetComponent<TransformComponent>(entity).Coordinates, prototype, sound, combine: combine);
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}
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/// <summary>
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@@ -62,11 +64,12 @@ namespace Content.Server.Fluids.Components
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/// <param name="prototype">The prototype to use.</param>
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/// <param name="puddle">The puddle if one was created, null otherwise.</param>
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/// <param name="sound">Play the spill sound.</param>
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/// <param name="combine">Whether to attempt to merge with existing puddles</param>
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/// <returns>True if a puddle was created, false otherwise.</returns>
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public static bool TrySpillAt(this Solution solution, IEntity entity, string prototype,
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[NotNullWhen(true)] out PuddleComponent? puddle, bool sound = true)
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[NotNullWhen(true)] out PuddleComponent? puddle, bool sound = true, bool combine = true)
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{
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puddle = solution.SpillAt(entity, prototype, sound);
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puddle = solution.SpillAt(entity, prototype, sound, combine: combine);
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return puddle != null;
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}
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@@ -77,9 +80,10 @@ namespace Content.Server.Fluids.Components
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/// <param name="coordinates">The coordinates to spill the solution at.</param>
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/// <param name="prototype">The prototype to use.</param>
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/// <param name="sound">Whether or not to play the spill sound.</param>
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/// <param name="combine">Whether to attempt to merge with existing puddles</param>
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/// <returns>The puddle if one was created, null otherwise.</returns>
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public static PuddleComponent? SpillAt(this Solution solution, EntityCoordinates coordinates, string prototype,
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bool overflow = true, bool sound = true)
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bool overflow = true, bool sound = true, bool combine = true)
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{
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if (solution.TotalVolume == 0) return null;
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@@ -89,7 +93,7 @@ namespace Content.Server.Fluids.Components
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if (!mapManager.TryGetGrid(coordinates.GetGridId(entityManager), out var mapGrid))
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return null; // Let's not spill to space.
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return SpillAt(mapGrid.GetTileRef(coordinates), solution, prototype, overflow, sound);
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return SpillAt(mapGrid.GetTileRef(coordinates), solution, prototype, overflow, sound, combine: combine);
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}
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/// <summary>
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@@ -100,11 +104,12 @@ namespace Content.Server.Fluids.Components
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/// <param name="prototype">The prototype to use.</param>
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/// <param name="puddle">The puddle if one was created, null otherwise.</param>
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/// <param name="sound">Play the spill sound.</param>
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/// <param name="combine">Whether to attempt to merge with existing puddles</param>
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/// <returns>True if a puddle was created, false otherwise.</returns>
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public static bool TrySpillAt(this Solution solution, EntityCoordinates coordinates, string prototype,
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[NotNullWhen(true)] out PuddleComponent? puddle, bool sound = true)
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[NotNullWhen(true)] out PuddleComponent? puddle, bool sound = true, bool combine = true)
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{
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puddle = solution.SpillAt(coordinates, prototype, sound);
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puddle = solution.SpillAt(coordinates, prototype, sound, combine: combine);
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return puddle != null;
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}
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@@ -125,17 +130,17 @@ namespace Content.Server.Fluids.Components
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}
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public static PuddleComponent? SpillAt(this TileRef tileRef, Solution solution, string prototype,
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bool overflow = true, bool sound = true, bool noTileReact = false)
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bool overflow = true, bool sound = true, bool noTileReact = false, bool combine = true)
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{
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if (solution.TotalVolume <= 0) return null;
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// If space return early, let that spill go out into the void
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if (tileRef.Tile.IsEmpty) return null;
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var mapManager = IoCManager.Resolve<IMapManager>();
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var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
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var serverEntityManager = IoCManager.Resolve<IServerEntityManager>();
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// If space return early, let that spill go out into the void
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if (tileRef.Tile.IsEmpty) return null;
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var gridId = tileRef.GridIndex;
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if (!mapManager.TryGetGrid(gridId, out var mapGrid)) return null; // Let's not spill to invalid grids.
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@@ -155,10 +160,7 @@ namespace Content.Server.Fluids.Components
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// Get normalized co-ordinate for spill location and spill it in the centre
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// TODO: Does SnapGrid or something else already do this?
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var spillGridCoords = mapGrid.GridTileToLocal(tileRef.GridIndices);
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PuddleComponent? puddle = null;
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var spilt = false;
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var spillGridCoords = mapGrid.GridTileToWorld(tileRef.GridIndices);
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var spillEntities = IoCManager.Resolve<IEntityLookup>()
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.GetEntitiesIntersecting(mapGrid.ParentMapId, spillGridCoords.Position).ToArray();
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@@ -177,6 +179,8 @@ namespace Content.Server.Fluids.Components
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var puddleSystem = EntitySystem.Get<PuddleSystem>();
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if (combine)
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{
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foreach (var spillEntity in spillEntities)
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{
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if (!spillEntity.TryGetComponent(out PuddleComponent? puddleComponent)) continue;
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@@ -185,13 +189,9 @@ namespace Content.Server.Fluids.Components
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if (!puddleSystem.TryAddSolution(puddleComponent.Owner.Uid, solution, sound)) continue;
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puddle = puddleComponent;
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spilt = true;
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break;
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return puddleComponent;
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}
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}
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// Did we add to an existing puddle
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if (spilt) return puddle;
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var puddleEnt = serverEntityManager.SpawnEntity(prototype, spillGridCoords);
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var newPuddleComponent = puddleEnt.GetComponent<PuddleComponent>();
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