Fluid spread refactor (#11908)

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Fix undefined
This commit is contained in:
Ygg01
2022-11-15 12:30:59 +01:00
committed by GitHub
parent 89b959f931
commit 75ea093d78
17 changed files with 719 additions and 336 deletions

View File

@@ -1,15 +1,18 @@
using Content.Server.Chemistry.Components.SolutionManager;
using Content.Server.Chemistry.EntitySystems;
using Content.Server.Fluids.Components;
using Content.Shared.Chemistry.Components;
using Content.Shared.Examine;
using Content.Shared.FixedPoint;
using Content.Shared.Fluids;
using Content.Shared.StepTrigger;
using Content.Shared.Slippery;
using Content.Shared.StepTrigger.Components;
using Content.Shared.StepTrigger.Systems;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Map;
using Robust.Shared.Player;
using Solution = Content.Shared.Chemistry.Components.Solution;
namespace Content.Server.Fluids.EntitySystems
{
@@ -19,6 +22,9 @@ namespace Content.Server.Fluids.EntitySystems
[Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!;
[Dependency] private readonly FluidSpreaderSystem _fluidSpreaderSystem = default!;
[Dependency] private readonly StepTriggerSystem _stepTrigger = default!;
[Dependency] private readonly SlipperySystem _slipSystem = default!;
[Dependency] private readonly EvaporationSystem _evaporationSystem = default!;
public override void Initialize()
{
@@ -53,17 +59,23 @@ namespace Content.Server.Fluids.EntitySystems
// Opacity based on level of fullness to overflow
// Hard-cap lower bound for visibility reasons
var volumeScale = puddleComponent.CurrentVolume.Float() / puddleComponent.OverflowVolume.Float() * puddleComponent.OpacityModifier;
var volumeScale = CurrentVolume(puddleComponent.Owner, puddleComponent).Float() /
puddleComponent.OverflowVolume.Float() *
puddleComponent.OpacityModifier;
var puddleSolution = _solutionContainerSystem.EnsureSolution(uid, puddleComponent.SolutionName);
bool hasEvaporationComponent = EntityManager.TryGetComponent<EvaporationComponent>(uid, out var evaporationComponent);
bool hasEvaporationComponent =
EntityManager.TryGetComponent<EvaporationComponent>(uid, out var evaporationComponent);
bool canEvaporate = (hasEvaporationComponent &&
(evaporationComponent!.LowerLimit == 0 || puddleComponent.CurrentVolume > evaporationComponent.LowerLimit));
(evaporationComponent!.LowerLimit == 0 ||
CurrentVolume(puddleComponent.Owner, puddleComponent) >
evaporationComponent.LowerLimit));
// "Does this puddle's sprite need changing to the wet floor effect sprite?"
bool changeToWetFloor = (puddleComponent.CurrentVolume <= puddleComponent.WetFloorEffectThreshold
&& canEvaporate);
bool changeToWetFloor = (CurrentVolume(puddleComponent.Owner, puddleComponent) <=
puddleComponent.WetFloorEffectThreshold
&& canEvaporate);
appearanceComponent.SetData(PuddleVisuals.VolumeScale, volumeScale);
appearanceComponent.SetData(PuddleVisuals.SolutionColor, puddleSolution.Color);
@@ -73,12 +85,12 @@ namespace Content.Server.Fluids.EntitySystems
private void UpdateSlip(EntityUid entityUid, PuddleComponent puddleComponent)
{
if ((puddleComponent.SlipThreshold == FixedPoint2.New(-1) ||
puddleComponent.CurrentVolume < puddleComponent.SlipThreshold) &&
CurrentVolume(puddleComponent.Owner, puddleComponent) < puddleComponent.SlipThreshold) &&
TryComp(entityUid, out StepTriggerComponent? stepTrigger))
{
_stepTrigger.SetActive(entityUid, false, stepTrigger);
}
else if (puddleComponent.CurrentVolume >= puddleComponent.SlipThreshold)
else if (CurrentVolume(puddleComponent.Owner, puddleComponent) >= puddleComponent.SlipThreshold)
{
var comp = EnsureComp<StepTriggerComponent>(entityUid);
_stepTrigger.SetActive(entityUid, true, comp);
@@ -121,7 +133,7 @@ namespace Content.Server.Fluids.EntitySystems
}
/// <summary>
///
/// Try to add solution to <paramref name="puddleUid"/>.
/// </summary>
/// <param name="puddleUid">Puddle to which we add</param>
/// <param name="addedSolution">Solution that is added to puddleComponent</param>
@@ -140,23 +152,15 @@ namespace Content.Server.Fluids.EntitySystems
if (addedSolution.TotalVolume == 0 ||
!_solutionContainerSystem.TryGetSolution(puddleComponent.Owner, puddleComponent.SolutionName,
out var puddleSolution))
out var solution))
{
return false;
}
var result = _solutionContainerSystem
.TryMixAndOverflow(puddleComponent.Owner, puddleSolution, addedSolution, puddleComponent.OverflowVolume,
out var overflowSolution);
if (checkForOverflow && overflowSolution != null)
solution.AddSolution(addedSolution);
if (checkForOverflow && IsOverflowing(puddleUid, puddleComponent))
{
_fluidSpreaderSystem.AddOverflowingPuddle(puddleComponent, overflowSolution);
}
if (!result)
{
return false;
_fluidSpreaderSystem.AddOverflowingPuddle(puddleComponent.Owner, puddleComponent);
}
RaiseLocalEvent(puddleComponent.Owner, new SolutionChangedEvent(), true);
@@ -171,6 +175,46 @@ namespace Content.Server.Fluids.EntitySystems
return true;
}
/// <summary>
/// Given a large srcPuddle and smaller destination puddles, this method will equalize their <see cref="Solution.CurrentVolume"/>
/// </summary>
/// <param name="srcPuddle">puddle that donates liquids to other puddles</param>
/// <param name="destinationPuddles">List of puddles that we want to equalize, their puddle <see cref="Solution.CurrentVolume"/> should be less than sourcePuddleComponent</param>
/// <param name="totalVolume">Total volume of src and destination puddle</param>
/// <param name="stillOverflowing">optional parameter, that after equalization adds all still overflowing puddles.</param>
/// <param name="sourcePuddleComponent">puddleComponent for <paramref name="srcPuddle"/></param>
public void EqualizePuddles(EntityUid srcPuddle, List<PuddleComponent> destinationPuddles,
FixedPoint2 totalVolume,
HashSet<EntityUid>? stillOverflowing = null,
PuddleComponent? sourcePuddleComponent = null)
{
if (!Resolve(srcPuddle, ref sourcePuddleComponent)
|| !_solutionContainerSystem.TryGetSolution(srcPuddle, sourcePuddleComponent.SolutionName,
out var srcSolution))
return;
var dividedVolume = totalVolume / (destinationPuddles.Count + 1);
foreach (var destPuddle in destinationPuddles)
{
if (!_solutionContainerSystem.TryGetSolution(destPuddle.Owner, destPuddle.SolutionName,
out var destSolution))
continue;
var takeAmount = FixedPoint2.Max(0, dividedVolume - destSolution.CurrentVolume);
TryAddSolution(destPuddle.Owner, srcSolution.SplitSolution(takeAmount), false, false, destPuddle);
if (stillOverflowing != null && IsOverflowing(destPuddle.Owner, destPuddle))
{
stillOverflowing.Add(destPuddle.Owner);
}
}
if (stillOverflowing != null && srcSolution.CurrentVolume > sourcePuddleComponent.OverflowVolume)
{
stillOverflowing.Add(srcPuddle);
}
}
/// <summary>
/// Whether adding this solution to this puddle would overflow.
/// </summary>
@@ -183,7 +227,34 @@ namespace Content.Server.Fluids.EntitySystems
if (!Resolve(uid, ref puddle))
return false;
return puddle.CurrentVolume + solution.TotalVolume > puddle.OverflowVolume;
return CurrentVolume(uid, puddle) + solution.TotalVolume > puddle.OverflowVolume;
}
/// <summary>
/// Whether adding this solution to this puddle would overflow.
/// </summary>
/// <param name="uid">Uid of owning entity</param>
/// <param name="puddle">Puddle ref param</param>
/// <returns></returns>
private bool IsOverflowing(EntityUid uid, PuddleComponent? puddle = null)
{
if (!Resolve(uid, ref puddle))
return false;
return CurrentVolume(uid, puddle) > puddle.OverflowVolume;
}
public PuddleComponent SpawnPuddle(EntityUid srcUid, EntityCoordinates pos, PuddleComponent? srcPuddleComponent = null)
{
MetaDataComponent? metadata = null;
Resolve(srcUid, ref srcPuddleComponent, ref metadata);
var prototype = metadata?.EntityPrototype?.ID ?? "PuddleSmear"; // TODO Spawn a entity based on another entity
var destUid = EntityManager.SpawnEntity(prototype, pos);
var destPuddle = EntityManager.EnsureComponent<PuddleComponent>(destUid);
return destPuddle;
}
}
}