Janitor QoL (#15626)
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@@ -49,7 +49,7 @@ public sealed partial class PuddleSystem
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continue;
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var reagentTick = evaporation.EvaporationAmount * EvaporationCooldown.TotalSeconds;
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puddleSolution.RemoveReagent(EvaporationReagent, reagentTick);
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_solutionContainerSystem.TryRemoveReagent(uid, puddleSolution, EvaporationReagent, reagentTick);
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// Despawn if we're done
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if (puddleSolution.Volume == FixedPoint2.Zero)
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@@ -96,9 +96,9 @@ public sealed partial class PuddleSystem : SharedPuddleSystem
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var puddleQuery = GetEntityQuery<PuddleComponent>();
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// For overflows, we never go to a fully evaporative tile just to avoid continuously having to mop it.
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// First we overflow to neighbors with overflow capacity
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// Then we go to free tiles
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// Then we go to anything else.
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if (args.Neighbors.Count > 0)
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{
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_random.Shuffle(args.Neighbors);
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@@ -107,7 +107,8 @@ public sealed partial class PuddleSystem : SharedPuddleSystem
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foreach (var neighbor in args.Neighbors)
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{
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if (!puddleQuery.TryGetComponent(neighbor, out var puddle) ||
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!_solutionContainerSystem.TryGetSolution(neighbor, puddle.SolutionName, out var neighborSolution))
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!_solutionContainerSystem.TryGetSolution(neighbor, puddle.SolutionName, out var neighborSolution) ||
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CanFullyEvaporate(neighborSolution))
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{
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continue;
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}
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@@ -136,10 +137,20 @@ public sealed partial class PuddleSystem : SharedPuddleSystem
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}
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}
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// Then we go to free tiles -> only overflow if we can go up to capacity at least.
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if (args.NeighborFreeTiles.Count > 0 && args.Updates > 0)
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{
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// We'll only spill if we have the minimum threshold per tile.
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var spillCount = (int) Math.Floor(overflow.Volume.Float() / component.OverflowVolume.Float());
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if (spillCount == 0)
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{
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return;
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}
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_random.Shuffle(args.NeighborFreeTiles);
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var spillAmount = overflow.Volume / args.NeighborFreeTiles.Count;
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spillCount = Math.Min(args.NeighborFreeTiles.Count, spillCount);
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var spillAmount = overflow.Volume / spillCount;
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foreach (var tile in args.NeighborFreeTiles)
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{
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@@ -155,6 +166,7 @@ public sealed partial class PuddleSystem : SharedPuddleSystem
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return;
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}
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// Then we go to anything else.
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if (overflow.Volume > FixedPoint2.Zero && args.Neighbors.Count > 0 && args.Updates > 0)
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{
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var spillPerNeighbor = overflow.Volume / args.Neighbors.Count;
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@@ -165,6 +177,7 @@ public sealed partial class PuddleSystem : SharedPuddleSystem
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// This is to avoid diluting solutions too much.
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if (!puddleQuery.TryGetComponent(neighbor, out var puddle) ||
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!_solutionContainerSystem.TryGetSolution(neighbor, puddle.SolutionName, out var neighborSolution) ||
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CanFullyEvaporate(neighborSolution) ||
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neighborSolution.Volume >= puddle.OverflowVolume)
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{
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continue;
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@@ -18,7 +18,7 @@ public sealed class AbsorbentComponent : Component
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/// How much solution we can transfer in one interaction.
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/// </summary>
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[DataField("pickupAmount")]
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public FixedPoint2 PickupAmount = FixedPoint2.New(60);
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public FixedPoint2 PickupAmount = FixedPoint2.New(100);
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[DataField("pickupSound")]
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public SoundSpecifier PickupSound = new SoundPathSpecifier("/Audio/Effects/Fluids/watersplash.ogg")
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@@ -26,9 +26,9 @@
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- type: SolutionContainerManager
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solutions:
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absorbed:
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maxVol: 60
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maxVol: 100
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- type: UseDelay
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delay: 1.5
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delay: 1
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- type: Tag
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tags:
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- DroneUsable #No bucket because it holds chems, they can drag the cart or use a drain
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