Spill into containers lying around (#3345)
* Spill into containers lying around * Make spillability definable in yaml * Address reviews
This commit is contained in:
@@ -1,7 +1,9 @@
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#nullable enable
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#nullable enable
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using System.Diagnostics.CodeAnalysis;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Server.Utility;
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using Content.Server.Utility;
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using Content.Shared.Chemistry;
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using Content.Shared.Chemistry;
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using Content.Shared.GameObjects.Components.Chemistry;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.IoC;
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@@ -23,8 +25,7 @@ namespace Content.Server.GameObjects.Components.Fluids
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/// <returns>The puddle if one was created, null otherwise.</returns>
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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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public static PuddleComponent? SpillAt(this Solution solution, IEntity entity, string prototype, bool sound = true)
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{
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{
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var coordinates = entity.Transform.Coordinates;
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return solution.SpillAt(entity.Transform.Coordinates, prototype, sound);
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return solution.SpillAt(coordinates, prototype, sound);
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}
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}
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/// <summary>
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/// <summary>
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@@ -52,61 +53,16 @@ namespace Content.Server.GameObjects.Components.Fluids
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/// <param name="prototype">The prototype to use.</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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/// <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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/// <returns>The puddle if one was created, null otherwise.</returns>
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public static PuddleComponent? SpillAt(this Solution solution, EntityCoordinates coordinates, string prototype, bool sound = true)
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public static PuddleComponent? SpillAt(this Solution solution, EntityCoordinates coordinates, string prototype, bool overflow = true, bool sound = true)
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{
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{
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if (solution.TotalVolume == 0)
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if (solution.TotalVolume == 0) return null;
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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 mapManager = IoCManager.Resolve<IMapManager>();
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var entityManager = IoCManager.Resolve<IEntityManager>();
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var entityManager = IoCManager.Resolve<IEntityManager>();
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var serverEntityManager = IoCManager.Resolve<IServerEntityManager>();
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if (!mapManager.TryGetGrid(coordinates.GetGridId(entityManager), out var mapGrid))
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if (!mapManager.TryGetGrid(coordinates.GetGridId(entityManager), out var mapGrid)) return null; // Let's not spill to space.
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return null; // Let's not spill to space.
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// If space return early, let that spill go out into the void
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return SpillAt(mapGrid.GetTileRef(coordinates), solution, prototype, overflow, sound);
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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 spillGridCoords = mapGrid.GridTileToLocal(tileRef.GridIndices);
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var spilt = false;
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foreach (var spillEntity in entityManager.GetEntitiesAt(mapGrid.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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/// <summary>
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/// <summary>
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@@ -141,44 +97,44 @@ namespace Content.Server.GameObjects.Components.Fluids
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public static PuddleComponent? SpillAt(this TileRef tileRef, Solution solution, string prototype, bool overflow = true, bool sound = true)
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public static PuddleComponent? SpillAt(this TileRef tileRef, Solution solution, string prototype, bool overflow = true, bool sound = true)
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{
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{
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if (solution.TotalVolume <= 0)
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if (solution.TotalVolume <= 0) return null;
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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 mapManager = IoCManager.Resolve<IMapManager>();
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var entityManager = IoCManager.Resolve<IEntityManager>();
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var entityManager = IoCManager.Resolve<IEntityManager>();
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var serverEntityManager = IoCManager.Resolve<IServerEntityManager>();
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var serverEntityManager = IoCManager.Resolve<IServerEntityManager>();
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var gridId = tileRef.GridIndex;
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// If space return early, let that spill go out into the void
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// If space return early, let that spill go out into the void
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if (tileRef.Tile.IsEmpty)
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if (tileRef.Tile.IsEmpty) return null;
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{
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return null;
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}
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PuddleComponent? puddle = null;
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var gridId = tileRef.GridIndex;
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if (!mapManager.TryGetGrid(gridId, out var mapGrid)) return null; // Let's not spill to invalid grids.
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// Get normalized co-ordinate for spill location and spill it in the centre
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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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// TODO: Does SnapGrid or something else already do this?
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if (!mapManager.TryGetGrid(gridId, out var spillTileMapGrid))
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var spillGridCoords = mapGrid.GridTileToLocal(tileRef.GridIndices);
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return null; // Let's not spill to invalid grids.
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var spillGridCoords = spillTileMapGrid.GridTileToLocal(tileRef.GridIndices);
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PuddleComponent? puddle = null;
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var spilt = false;
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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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var spillEntities = entityManager.GetEntitiesIntersecting(mapGrid.ParentMapId, spillGridCoords.Position).ToArray();
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foreach (var spillEntity in spillEntities)
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{
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{
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if (!spillEntity.TryGetComponent(out PuddleComponent? puddleComponent))
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if (spillEntity.TryGetComponent(out ISolutionInteractionsComponent? solutionContainerComponent) &&
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continue;
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solutionContainerComponent.CanRefill)
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{
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solutionContainerComponent.Refill(
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solution.SplitSolution(ReagentUnit.Min(solutionContainerComponent.RefillSpaceAvailable, solutionContainerComponent.MaxSpillRefill))
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);
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}
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}
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if (!overflow && puddleComponent.WouldOverflow(solution))
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foreach (var spillEntity in spillEntities)
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return null;
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{
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if (!spillEntity.TryGetComponent(out PuddleComponent? puddleComponent)) continue;
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if (!puddleComponent.TryAddSolution(solution, sound))
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if (!overflow && puddleComponent.WouldOverflow(solution)) return null;
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continue;
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if (!puddleComponent.TryAddSolution(solution, sound)) continue;
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puddle = puddleComponent;
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puddle = puddleComponent;
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spilt = true;
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spilt = true;
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@@ -186,17 +142,14 @@ namespace Content.Server.GameObjects.Components.Fluids
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}
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}
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// Did we add to an existing puddle
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// Did we add to an existing puddle
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if (spilt)
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if (spilt) return puddle;
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{
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return puddle;
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}
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var puddleEnt = serverEntityManager.SpawnEntity(prototype, spillGridCoords);
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var puddleEnt = serverEntityManager.SpawnEntity(prototype, spillGridCoords);
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puddle = puddleEnt.GetComponent<PuddleComponent>();
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var newPuddleComponent = puddleEnt.GetComponent<PuddleComponent>();
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puddle.TryAddSolution(solution, sound);
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newPuddleComponent.TryAddSolution(solution, sound);
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return puddle;
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return newPuddleComponent;
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}
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}
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}
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}
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}
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}
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@@ -64,6 +64,11 @@ namespace Content.Shared.GameObjects.Components.Chemistry
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bool CanRefill => false;
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bool CanRefill => false;
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ReagentUnit RefillSpaceAvailable => ReagentUnit.Zero;
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ReagentUnit RefillSpaceAvailable => ReagentUnit.Zero;
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/// <summary>
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/// The amount that will transfer if something is spilled on the container.
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/// </summary>
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ReagentUnit MaxSpillRefill => ReagentUnit.Zero;
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void Refill(Solution solution)
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void Refill(Solution solution)
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{
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{
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@@ -73,6 +73,7 @@ namespace Content.Shared.GameObjects.Components.Chemistry
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serializer.DataField(this, x => x.MaxVolume, "maxVol", ReagentUnit.New(0));
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serializer.DataField(this, x => x.MaxVolume, "maxVol", ReagentUnit.New(0));
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serializer.DataField(this, x => x.Solution, "contents", new Solution());
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serializer.DataField(this, x => x.Solution, "contents", new Solution());
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serializer.DataField(this, x => x.Capabilities, "caps", SolutionContainerCaps.None);
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serializer.DataField(this, x => x.Capabilities, "caps", SolutionContainerCaps.None);
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serializer.DataField(this, x => x.MaxSpillRefill, "maxSpillRefill", MaxVolume / ReagentUnit.New(4));
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}
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}
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public void RemoveAllSolution()
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public void RemoveAllSolution()
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@@ -214,6 +215,7 @@ namespace Content.Shared.GameObjects.Components.Chemistry
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ReagentUnit ISolutionInteractionsComponent.InjectSpaceAvailable => EmptyVolume;
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ReagentUnit ISolutionInteractionsComponent.InjectSpaceAvailable => EmptyVolume;
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ReagentUnit ISolutionInteractionsComponent.DrawAvailable => CurrentVolume;
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ReagentUnit ISolutionInteractionsComponent.DrawAvailable => CurrentVolume;
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ReagentUnit ISolutionInteractionsComponent.DrainAvailable => CurrentVolume;
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ReagentUnit ISolutionInteractionsComponent.DrainAvailable => CurrentVolume;
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public ReagentUnit MaxSpillRefill { get; set; }
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void ISolutionInteractionsComponent.Refill(Solution solution)
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void ISolutionInteractionsComponent.Refill(Solution solution)
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{
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{
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