Add puddles / reagent spills (#743)
This commit is contained in:
90
Content.Server/GameObjects/Components/Fluids/SpillHelper.cs
Normal file
90
Content.Server/GameObjects/Components/Fluids/SpillHelper.cs
Normal file
@@ -0,0 +1,90 @@
|
||||
using Content.Shared.Chemistry;
|
||||
using Robust.Server.Interfaces.GameObjects;
|
||||
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Interfaces.Map;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Map;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Fluids
|
||||
{
|
||||
public static class SpillHelper
|
||||
{
|
||||
|
||||
/// <summary>
|
||||
/// Spills the specified solution at the entity's location if possible.
|
||||
/// </summary>
|
||||
/// <param name="entity">Entity location to spill at</param>
|
||||
/// <param name="solution">Initial solution for the prototype</param>
|
||||
/// <param name="prototype">Prototype to use</param>
|
||||
internal static void SpillAt(IEntity entity, Solution solution, string prototype)
|
||||
{
|
||||
var entityLocation = entity.Transform.GridPosition;
|
||||
SpillAt(entityLocation, solution, prototype);
|
||||
}
|
||||
|
||||
// Other functions will be calling this one
|
||||
|
||||
/// <summary>
|
||||
/// Spills solution at the specified grid co-ordinates
|
||||
/// </summary>
|
||||
/// <param name="gridCoordinates"></param>
|
||||
/// <param name="solution">Initial solution for the prototype</param>
|
||||
/// <param name="prototype">Prototype to use</param>
|
||||
internal static void SpillAt(GridCoordinates gridCoordinates, Solution solution, string prototype)
|
||||
{
|
||||
if (solution.TotalVolume == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var mapManager = IoCManager.Resolve<IMapManager>();
|
||||
var entityManager = IoCManager.Resolve<IEntityManager>();
|
||||
var serverEntityManager = IoCManager.Resolve<IServerEntityManager>();
|
||||
|
||||
var mapGrid = mapManager.GetGrid(gridCoordinates.GridID);
|
||||
|
||||
// If space return early, let that spill go out into the void
|
||||
var tileRef = mapGrid.GetTileRef(gridCoordinates);
|
||||
if (tileRef.Tile.IsEmpty)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Get normalized co-ordinate for spill location and spill it in the centre
|
||||
// TODO: Does SnapGrid or something else already do this?
|
||||
var spillTileMapGrid = mapManager.GetGrid(gridCoordinates.GridID);
|
||||
var spillTileRef = spillTileMapGrid.GetTileRef(gridCoordinates).GridIndices;
|
||||
var spillGridCoords = spillTileMapGrid.GridTileToLocal(spillTileRef);
|
||||
|
||||
var spilt = false;
|
||||
|
||||
foreach (var spillEntity in entityManager.GetEntitiesAt(spillTileMapGrid.ParentMapId, spillGridCoords.Position))
|
||||
{
|
||||
if (!spillEntity.TryGetComponent(out PuddleComponent puddleComponent))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!puddleComponent.TryAddSolution(solution))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
spilt = true;
|
||||
break;
|
||||
}
|
||||
|
||||
// Did we add to an existing puddle
|
||||
if (spilt)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var puddle = serverEntityManager.SpawnEntity(prototype, spillGridCoords);
|
||||
puddle.GetComponent<PuddleComponent>().TryAddSolution(solution);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user