Add extensions for spilling solutions into puddles (#1991)

This commit is contained in:
DrSmugleaf
2020-09-02 01:16:25 +02:00
committed by GitHub
parent 682b6b9568
commit 61f64e15f2
6 changed files with 133 additions and 99 deletions

View File

@@ -76,7 +76,7 @@ namespace Content.Server.GameObjects.Components.Chemistry
foreach (var tile in tiles)
{
var pos = tile.GridIndices.ToGridCoordinates(_mapManager, tile.GridIndex);
SpillHelper.SpillAt(pos, contents.SplitSolution(amount), "PuddleSmear", false); //make non PuddleSmear?
contents.SplitSolution(amount).SpillAt(pos, "PuddleSmear", false); // TODO: Make non PuddleSmear?
}
}

View File

@@ -41,7 +41,7 @@ namespace Content.Server.GameObjects.Components.Fluids
// Need this as when we split the component's owner may be deleted
var entityLocation = component.Owner.Transform.GridPosition;
var solution = solutionComponent.SplitSolution(solutionComponent.CurrentVolume);
SpillHelper.SpillAt(entityLocation, solution, "PuddleSmear");
solution.SpillAt(entityLocation, "PuddleSmear");
}
}
}

View File

@@ -80,7 +80,7 @@ namespace Content.Server.GameObjects.Components.Fluids
if (eventArgs.Target == null)
{
// Drop the liquid on the mop on to the ground
SpillHelper.SpillAt(eventArgs.ClickLocation, contents.SplitSolution(CurrentVolume), "PuddleSmear");
contents.SplitSolution(CurrentVolume).SpillAt(eventArgs.ClickLocation, "PuddleSmear");
return;
}
@@ -116,7 +116,7 @@ namespace Content.Server.GameObjects.Components.Fluids
if (puddleCleaned) //After cleaning the puddle, make a new puddle with solution from the mop as a "wet floor". Then evaporate it slowly.
{
SpillHelper.SpillAt(eventArgs.ClickLocation, contents.SplitSolution(transferAmount), "PuddleSmear");
contents.SplitSolution(transferAmount).SpillAt(eventArgs.ClickLocation, "PuddleSmear");
}
else
{

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@@ -0,0 +1,128 @@
#nullable enable
using System.Diagnostics.CodeAnalysis;
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 SpillExtensions
{
/// <summary>
/// Spills the specified solution at the entity's location if possible.
/// </summary>
/// <param name="entity">
/// The entity to use as a location to spill the solution at.
/// </param>
/// <param name="solution">Initial solution for the prototype.</param>
/// <param name="prototype">The prototype to use.</param>
/// <param name="sound">Play the spill sound.</param>
/// <returns>The puddle if one was created, null otherwise.</returns>
public static PuddleComponent? SpillAt(this Solution solution, IEntity entity, string prototype, bool sound = true)
{
var coordinates = entity.Transform.GridPosition;
return solution.SpillAt(coordinates, prototype, sound);
}
/// <summary>
/// Spills the specified solution at the entity's location if possible.
/// </summary>
/// <param name="entity">
/// The entity to use as a location to spill the solution at.
/// </param>
/// <param name="solution">Initial solution for the prototype.</param>
/// <param name="prototype">The prototype to use.</param>
/// <param name="puddle">The puddle if one was created, null otherwise.</param>
/// <param name="sound">Play the spill sound.</param>
/// <returns>True if a puddle was created, false otherwise.</returns>
public static bool TrySpillAt(this Solution solution, IEntity entity, string prototype, [NotNullWhen(true)] out PuddleComponent? puddle, bool sound = true)
{
puddle = solution.SpillAt(entity, prototype, sound);
return puddle != null;
}
/// <summary>
/// Spills solution at the specified grid coordinates.
/// </summary>
/// <param name="solution">Initial solution for the prototype.</param>
/// <param name="coordinates">The coordinates to spill the solution at.</param>
/// <param name="prototype">The prototype to use.</param>
/// <param name="sound">Whether or not to play the spill sound.</param>
/// <returns>The puddle if one was created, null otherwise.</returns>
public static PuddleComponent? SpillAt(this Solution solution, GridCoordinates coordinates, string prototype, bool sound = true)
{
if (solution.TotalVolume == 0)
{
return null;
}
var mapManager = IoCManager.Resolve<IMapManager>();
var entityManager = IoCManager.Resolve<IEntityManager>();
var serverEntityManager = IoCManager.Resolve<IServerEntityManager>();
var mapGrid = mapManager.GetGrid(coordinates.GridID);
// If space return early, let that spill go out into the void
var tileRef = mapGrid.GetTileRef(coordinates);
if (tileRef.Tile.IsEmpty)
{
return null;
}
// 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(coordinates.GridID);
var spillTileRef = spillTileMapGrid.GetTileRef(coordinates).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, sound))
{
continue;
}
spilt = true;
break;
}
// Did we add to an existing puddle
if (spilt)
{
return null;
}
var puddle = serverEntityManager.SpawnEntity(prototype, spillGridCoords);
var newPuddleComponent = puddle.GetComponent<PuddleComponent>();
newPuddleComponent.TryAddSolution(solution, sound);
return newPuddleComponent;
}
/// <summary>
/// Spills the specified solution at the entity's location if possible.
/// </summary>
/// <param name="coordinates">The coordinates to spill the solution at.</param>
/// <param name="solution">Initial solution for the prototype.</param>
/// <param name="prototype">The prototype to use.</param>
/// <param name="puddle">The puddle if one was created, null otherwise.</param>
/// <param name="sound">Play the spill sound.</param>
/// <returns>True if a puddle was created, false otherwise.</returns>
public static bool TrySpillAt(this Solution solution, GridCoordinates coordinates, string prototype, [NotNullWhen(true)] out PuddleComponent? puddle, bool sound = true)
{
puddle = solution.SpillAt(coordinates, prototype, sound);
return puddle != null;
}
}
}

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@@ -1,94 +0,0 @@
#nullable enable
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>
/// <param name="sound">Play the spill sound</param>
internal static void SpillAt(IEntity entity, Solution solution, string prototype, bool sound = true)
{
var entityLocation = entity.Transform.GridPosition;
SpillAt(entityLocation, solution, prototype, sound);
}
// 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>
/// <param name="sound">Play the spill sound</param>
internal static PuddleComponent? SpillAt(GridCoordinates gridCoordinates, Solution solution, string prototype, bool sound = true)
{
if (solution.TotalVolume == 0)
{
return null;
}
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 null;
}
// 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, sound))
{
continue;
}
spilt = true;
break;
}
// Did we add to an existing puddle
if (spilt)
{
return null;
}
var puddle = serverEntityManager.SpawnEntity(prototype, spillGridCoords);
var newPuddleComponent = puddle.GetComponent<PuddleComponent>();
newPuddleComponent.TryAddSolution(solution, sound);
return newPuddleComponent;
}
}
}

View File

@@ -172,7 +172,7 @@ namespace Content.Server.GameObjects.Components.Nutrition
Opened = true;
var solution = component.SplitSolution(component.CurrentVolume);
SpillHelper.SpillAt(Owner, solution, "PuddleSmear");
solution.SpillAt(Owner, "PuddleSmear");
EntitySystem.Get<AudioSystem>().PlayFromEntity(_burstSound, Owner,
AudioParams.Default.WithVolume(-4));