Puddle Evaporation Fix (#6584)
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@@ -11,6 +11,12 @@ namespace Content.Server.Fluids.Components
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[Friend(typeof(EvaporationSystem))]
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[Friend(typeof(EvaporationSystem))]
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public sealed class EvaporationComponent : Component
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public sealed class EvaporationComponent : Component
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{
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{
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/// <summary>
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/// Is this entity actively evaporating? This toggle lets us pause evaporation under certain conditions.
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/// </summary>
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[DataField("evaporationToggle")]
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public bool EvaporationToggle = true;
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/// <summary>
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/// <summary>
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/// The time that it will take this puddle to lose one fixed unit of solution, in seconds.
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/// The time that it will take this puddle to lose one fixed unit of solution, in seconds.
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/// </summary>
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/// </summary>
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@@ -32,10 +38,10 @@ namespace Content.Server.Fluids.Components
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/// <summary>
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/// <summary>
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/// Upper limit below which puddle won't evaporate. Useful when wanting to make sure large puddle will
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/// Upper limit below which puddle won't evaporate. Useful when wanting to make sure large puddle will
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/// remain forever. Defaults to <see cref="PuddleComponent.DefaultOverflowVolume"/>.
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/// remain forever. Defaults to 100.
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/// </summary>
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/// </summary>
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[DataField("upperLimit")]
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[DataField("upperLimit")]
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public FixedPoint2 UpperLimit = PuddleComponent.DefaultOverflowVolume;
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public FixedPoint2 UpperLimit = FixedPoint2.New(100); //TODO: Consider setting this back to PuddleComponent.DefaultOverflowVolume once that behaviour is fixed.
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/// <summary>
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/// <summary>
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/// The time accumulated since the start.
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/// The time accumulated since the start.
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@@ -32,8 +32,18 @@ namespace Content.Server.Fluids.Components
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// based on behaviour (e.g. someone being punched vs slashed with a sword would have different blood sprite)
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// based on behaviour (e.g. someone being punched vs slashed with a sword would have different blood sprite)
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// to check for low volumes for evaporation or whatever
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// to check for low volumes for evaporation or whatever
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/// <summary>
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/// Puddles with volume above this threshold can slip players.
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/// </summary>
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[DataField("slipThreshold")]
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public FixedPoint2 SlipThreshold = DefaultSlipThreshold;
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[DataField("slipThreshold")] public FixedPoint2 SlipThreshold = DefaultSlipThreshold;
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/// <summary>
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/// Puddles with volume below this threshold will have their sprite changed to a wet floor effect,
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/// provided they can evaporate down to zero.
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/// </summary>
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[DataField("wetFloorEffectThreshold")]
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public FixedPoint2 WetFloorEffectThreshold = FixedPoint2.New(5);
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[DataField("spillSound")]
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[DataField("spillSound")]
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public SoundSpecifier SpillSound = new SoundPathSpecifier("/Audio/Effects/Fluids/splat.ogg");
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public SoundSpecifier SpillSound = new SoundPathSpecifier("/Audio/Effects/Fluids/splat.ogg");
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@@ -25,7 +25,7 @@ namespace Content.Server.Fluids.EntitySystems
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if (!_solutionContainerSystem.TryGetSolution(uid, evaporationComponent.SolutionName, out var solution))
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if (!_solutionContainerSystem.TryGetSolution(uid, evaporationComponent.SolutionName, out var solution))
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{
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{
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// If no solution, delete the entity
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// If no solution, delete the entity
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queueDelete.Add(evaporationComponent);
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EntityManager.QueueDeleteEntity(uid);
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continue;
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continue;
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}
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}
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@@ -34,19 +34,22 @@ namespace Content.Server.Fluids.EntitySystems
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evaporationComponent.Accumulator -= evaporationComponent.EvaporateTime;
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evaporationComponent.Accumulator -= evaporationComponent.EvaporateTime;
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if (evaporationComponent.EvaporationToggle == true)
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{
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_solutionContainerSystem.SplitSolution(uid, solution,
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FixedPoint2.Min(FixedPoint2.New(1), solution.CurrentVolume)); // removes 1 unit, or solution current volume, whichever is lower.
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}
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_solutionContainerSystem.SplitSolution(uid, solution,
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if (solution.CurrentVolume <= 0)
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FixedPoint2.Min(FixedPoint2.New(1), solution.CurrentVolume));
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if (solution.CurrentVolume == 0)
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{
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{
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EntityManager.QueueDeleteEntity(uid);
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EntityManager.QueueDeleteEntity(uid);
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}
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}
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else if (solution.CurrentVolume <= evaporationComponent.LowerLimit
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else if (solution.CurrentVolume <= evaporationComponent.LowerLimit // if puddle is too big or too small to evaporate.
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|| solution.CurrentVolume >= evaporationComponent.UpperLimit)
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|| solution.CurrentVolume >= evaporationComponent.UpperLimit)
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{
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{
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queueDelete.Add(evaporationComponent);
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evaporationComponent.EvaporationToggle = false; // pause evaporation
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}
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}
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else evaporationComponent.EvaporationToggle = true; // unpause evaporation, e.g. if a puddle previously above evaporation UpperLimit was brought down below evaporation UpperLimit via mopping.
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}
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}
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foreach (var evaporationComponent in queueDelete)
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foreach (var evaporationComponent in queueDelete)
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@@ -68,10 +68,14 @@ namespace Content.Server.Fluids.EntitySystems
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var volumeScale = puddleComponent.CurrentVolume.Float() / puddleComponent.OverflowVolume.Float();
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var volumeScale = puddleComponent.CurrentVolume.Float() / puddleComponent.OverflowVolume.Float();
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var puddleSolution = _solutionContainerSystem.EnsureSolution(uid, puddleComponent.SolutionName);
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var puddleSolution = _solutionContainerSystem.EnsureSolution(uid, puddleComponent.SolutionName);
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// Puddles with volume below this threshold will have their sprite changed to a wet floor effect
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var wetFloorEffectThreshold = FixedPoint2.New(5);
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bool hasEvaporationComponent = EntityManager.TryGetComponent<EvaporationComponent>(uid, out var evaporationComponent);
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bool canEvaporate = (hasEvaporationComponent &&
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(evaporationComponent.LowerLimit == 0 || puddleComponent.CurrentVolume > evaporationComponent.LowerLimit));
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// "Does this puddle's sprite need changing to the wet floor effect sprite?"
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// "Does this puddle's sprite need changing to the wet floor effect sprite?"
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bool changeToWetFloor = (puddleComponent.CurrentVolume <= wetFloorEffectThreshold);
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bool changeToWetFloor = (puddleComponent.CurrentVolume <= puddleComponent.WetFloorEffectThreshold
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&& canEvaporate);
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appearanceComponent.SetData(PuddleVisuals.VolumeScale, volumeScale);
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appearanceComponent.SetData(PuddleVisuals.VolumeScale, volumeScale);
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appearanceComponent.SetData(PuddleVisuals.SolutionColor, puddleSolution.Color);
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appearanceComponent.SetData(PuddleVisuals.SolutionColor, puddleSolution.Color);
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@@ -365,7 +365,7 @@
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- ReagentId: JuiceTomato
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- ReagentId: JuiceTomato
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Quantity: 10
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Quantity: 10
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- type: Evaporation
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- type: Evaporation
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lowerLimit: 2
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lowerLimit: 0 # todo: reimplement stain behaviour, ideally in a way that doesn't use evaporation lowerLimit
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- type: Appearance
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- type: Appearance
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visuals:
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visuals:
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- type: PuddleVisualizer
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- type: PuddleVisualizer
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