Add extensions for spilling solutions into puddles (#1991)
This commit is contained in:
@@ -76,7 +76,7 @@ namespace Content.Server.GameObjects.Components.Chemistry
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foreach (var tile in tiles)
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{
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var pos = tile.GridIndices.ToGridCoordinates(_mapManager, tile.GridIndex);
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SpillHelper.SpillAt(pos, contents.SplitSolution(amount), "PuddleSmear", false); //make non PuddleSmear?
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contents.SplitSolution(amount).SpillAt(pos, "PuddleSmear", false); // TODO: Make non PuddleSmear?
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}
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}
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@@ -41,7 +41,7 @@ namespace Content.Server.GameObjects.Components.Fluids
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// Need this as when we split the component's owner may be deleted
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var entityLocation = component.Owner.Transform.GridPosition;
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var solution = solutionComponent.SplitSolution(solutionComponent.CurrentVolume);
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SpillHelper.SpillAt(entityLocation, solution, "PuddleSmear");
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solution.SpillAt(entityLocation, "PuddleSmear");
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}
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}
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}
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@@ -80,7 +80,7 @@ namespace Content.Server.GameObjects.Components.Fluids
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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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SpillHelper.SpillAt(eventArgs.ClickLocation, contents.SplitSolution(CurrentVolume), "PuddleSmear");
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contents.SplitSolution(CurrentVolume).SpillAt(eventArgs.ClickLocation, "PuddleSmear");
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return;
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}
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@@ -116,7 +116,7 @@ namespace Content.Server.GameObjects.Components.Fluids
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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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SpillHelper.SpillAt(eventArgs.ClickLocation, contents.SplitSolution(transferAmount), "PuddleSmear");
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contents.SplitSolution(transferAmount).SpillAt(eventArgs.ClickLocation, "PuddleSmear");
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}
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else
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{
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128
Content.Server/GameObjects/Components/Fluids/SpillExtensions.cs
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128
Content.Server/GameObjects/Components/Fluids/SpillExtensions.cs
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@@ -0,0 +1,128 @@
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#nullable enable
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using System.Diagnostics.CodeAnalysis;
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using Content.Shared.Chemistry;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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namespace Content.Server.GameObjects.Components.Fluids
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{
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public static class SpillExtensions
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{
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/// <summary>
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/// Spills the specified solution at the entity's location if possible.
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/// </summary>
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/// <param name="entity">
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/// The entity to use as a location to spill the solution at.
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/// </param>
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/// <param name="solution">Initial solution for the prototype.</param>
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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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public static PuddleComponent? SpillAt(this Solution solution, IEntity entity, string prototype, bool sound = true)
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{
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var coordinates = entity.Transform.GridPosition;
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return solution.SpillAt(coordinates, prototype, sound);
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}
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/// <summary>
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/// Spills the specified solution at the entity's location if possible.
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/// </summary>
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/// <param name="entity">
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/// The entity to use as a location to spill the solution at.
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/// </param>
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/// <param name="solution">Initial solution for the prototype.</param>
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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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/// <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, [NotNullWhen(true)] out PuddleComponent? puddle, bool sound = true)
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{
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puddle = solution.SpillAt(entity, prototype, sound);
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return puddle != null;
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}
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/// <summary>
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/// Spills solution at the specified grid coordinates.
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/// </summary>
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/// <param name="solution">Initial solution for the prototype.</param>
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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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/// <returns>The puddle if one was created, null otherwise.</returns>
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public static PuddleComponent? SpillAt(this Solution solution, GridCoordinates coordinates, string prototype, bool sound = true)
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{
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if (solution.TotalVolume == 0)
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{
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return null;
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}
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var mapManager = IoCManager.Resolve<IMapManager>();
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var entityManager = IoCManager.Resolve<IEntityManager>();
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var serverEntityManager = IoCManager.Resolve<IServerEntityManager>();
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var mapGrid = mapManager.GetGrid(coordinates.GridID);
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// If space return early, let that spill go out into the void
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var tileRef = mapGrid.GetTileRef(coordinates);
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if (tileRef.Tile.IsEmpty)
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{
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return null;
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}
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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 spillTileMapGrid = mapManager.GetGrid(coordinates.GridID);
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var spillTileRef = spillTileMapGrid.GetTileRef(coordinates).GridIndices;
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var spillGridCoords = spillTileMapGrid.GridTileToLocal(spillTileRef);
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var spilt = false;
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foreach (var spillEntity in entityManager.GetEntitiesAt(spillTileMapGrid.ParentMapId, spillGridCoords.Position))
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{
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if (!spillEntity.TryGetComponent(out PuddleComponent? puddleComponent))
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{
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continue;
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}
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if (!puddleComponent.TryAddSolution(solution, sound))
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{
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continue;
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}
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spilt = true;
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break;
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}
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// Did we add to an existing puddle
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if (spilt)
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{
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return null;
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}
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var puddle = serverEntityManager.SpawnEntity(prototype, spillGridCoords);
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var newPuddleComponent = puddle.GetComponent<PuddleComponent>();
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newPuddleComponent.TryAddSolution(solution, sound);
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return newPuddleComponent;
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}
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/// <summary>
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/// Spills the specified solution at the entity's location if possible.
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/// </summary>
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/// <param name="coordinates">The coordinates to spill the solution at.</param>
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/// <param name="solution">Initial solution for the prototype.</param>
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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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/// <returns>True if a puddle was created, false otherwise.</returns>
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public static bool TrySpillAt(this Solution solution, GridCoordinates coordinates, string prototype, [NotNullWhen(true)] out PuddleComponent? puddle, bool sound = true)
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{
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puddle = solution.SpillAt(coordinates, prototype, sound);
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return puddle != null;
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}
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}
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}
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@@ -1,94 +0,0 @@
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#nullable enable
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using Content.Shared.Chemistry;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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namespace Content.Server.GameObjects.Components.Fluids
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{
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public static class SpillHelper
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{
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/// <summary>
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/// Spills the specified solution at the entity's location if possible.
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/// </summary>
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/// <param name="entity">Entity location to spill at</param>
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/// <param name="solution">Initial solution for the prototype</param>
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/// <param name="prototype">Prototype to use</param>
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/// <param name="sound">Play the spill sound</param>
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internal static void SpillAt(IEntity entity, Solution solution, string prototype, bool sound = true)
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{
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var entityLocation = entity.Transform.GridPosition;
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SpillAt(entityLocation, solution, prototype, sound);
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}
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// Other functions will be calling this one
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/// <summary>
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/// Spills solution at the specified grid co-ordinates
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/// </summary>
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/// <param name="gridCoordinates"></param>
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/// <param name="solution">Initial solution for the prototype</param>
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/// <param name="prototype">Prototype to use</param>
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/// <param name="sound">Play the spill sound</param>
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internal static PuddleComponent? SpillAt(GridCoordinates gridCoordinates, Solution solution, string prototype, bool sound = true)
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{
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if (solution.TotalVolume == 0)
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{
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return null;
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}
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var mapManager = IoCManager.Resolve<IMapManager>();
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var entityManager = IoCManager.Resolve<IEntityManager>();
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var serverEntityManager = IoCManager.Resolve<IServerEntityManager>();
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var mapGrid = mapManager.GetGrid(gridCoordinates.GridID);
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// If space return early, let that spill go out into the void
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var tileRef = mapGrid.GetTileRef(gridCoordinates);
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if (tileRef.Tile.IsEmpty)
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{
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return null;
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}
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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 spillTileMapGrid = mapManager.GetGrid(gridCoordinates.GridID);
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var spillTileRef = spillTileMapGrid.GetTileRef(gridCoordinates).GridIndices;
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var spillGridCoords = spillTileMapGrid.GridTileToLocal(spillTileRef);
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var spilt = false;
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foreach (var spillEntity in entityManager.GetEntitiesAt(spillTileMapGrid.ParentMapId, spillGridCoords.Position))
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{
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if (!spillEntity.TryGetComponent(out PuddleComponent? puddleComponent))
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{
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continue;
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}
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if (!puddleComponent.TryAddSolution(solution, sound))
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{
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continue;
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}
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spilt = true;
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break;
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}
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// Did we add to an existing puddle
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if (spilt)
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{
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return null;
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}
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var puddle = serverEntityManager.SpawnEntity(prototype, spillGridCoords);
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var newPuddleComponent = puddle.GetComponent<PuddleComponent>();
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newPuddleComponent.TryAddSolution(solution, sound);
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return newPuddleComponent;
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}
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}
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}
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@@ -172,7 +172,7 @@ namespace Content.Server.GameObjects.Components.Nutrition
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Opened = true;
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var solution = component.SplitSolution(component.CurrentVolume);
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SpillHelper.SpillAt(Owner, solution, "PuddleSmear");
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solution.SpillAt(Owner, "PuddleSmear");
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EntitySystem.Get<AudioSystem>().PlayFromEntity(_burstSound, Owner,
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AudioParams.Default.WithVolume(-4));
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