Make a lot more puddle stuff predicted (#38871)
* feat: predict evaporation * refactor: move puddle update logic to shared * refactor: move more puddle stuff to Shared Still can't do stuff that creates puddles :( * refactor: move puddle transfers to shared * fix: various style fixes + switch to predicted variants * style: make some puddle stuff private instead of protected * refactor: move solution dumping to its own system * docs: clarify Drainable/Dumpable/Refillable docs Also whacks unneeded VVAccess's. * fix: audit usages of drainable+refillable I'm leaving spear and arrow for now... but I don't love it. * Added an item query I guess * Review changes * You can pour out waterguns * Review changes * oops --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
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@@ -1,20 +1,8 @@
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using Content.Server.Chemistry.Containers.EntitySystems;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Chemistry.Reaction;
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using Content.Shared.Chemistry;
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using Content.Shared.Clothing;
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using Content.Shared.CombatMode.Pacification;
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using Content.Shared.Database;
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using Content.Shared.FixedPoint;
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using Content.Shared.Fluids.Components;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Nutrition.EntitySystems;
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using Content.Shared.Popups;
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using Content.Shared.Spillable;
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using Content.Shared.Throwing;
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using Content.Shared.Weapons.Melee.Events;
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using Robust.Shared.Player;
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namespace Content.Server.Fluids.EntitySystems;
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@@ -26,10 +14,8 @@ public sealed partial class PuddleSystem
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SubscribeLocalEvent<SpillableComponent, LandEvent>(SpillOnLand);
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// Openable handles the event if it's closed
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SubscribeLocalEvent<SpillableComponent, MeleeHitEvent>(SplashOnMeleeHit, after: [typeof(OpenableSystem)]);
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SubscribeLocalEvent<SpillableComponent, SolutionContainerOverflowEvent>(OnOverflow);
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SubscribeLocalEvent<SpillableComponent, SpillDoAfterEvent>(OnDoAfter);
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SubscribeLocalEvent<SpillableComponent, AttemptPacifiedThrowEvent>(OnAttemptPacifiedThrow);
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}
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private void OnOverflow(Entity<SpillableComponent> entity, ref SolutionContainerOverflowEvent args)
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@@ -41,66 +27,6 @@ public sealed partial class PuddleSystem
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args.Handled = true;
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}
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private void SplashOnMeleeHit(Entity<SpillableComponent> entity, ref MeleeHitEvent args)
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{
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if (args.Handled)
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return;
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// When attacking someone reactive with a spillable entity,
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// splash a little on them (touch react)
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// If this also has solution transfer, then assume the transfer amount is how much we want to spill.
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// Otherwise let's say they want to spill a quarter of its max volume.
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if (!_solutionContainerSystem.TryGetDrainableSolution(entity.Owner, out var soln, out var solution))
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return;
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var hitCount = args.HitEntities.Count;
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var totalSplit = FixedPoint2.Min(solution.MaxVolume * 0.25, solution.Volume);
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if (TryComp<SolutionTransferComponent>(entity, out var transfer))
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{
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totalSplit = FixedPoint2.Min(transfer.TransferAmount, solution.Volume);
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}
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// a little lame, but reagent quantity is not very balanced and we don't want people
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// spilling like 100u of reagent on someone at once!
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totalSplit = FixedPoint2.Min(totalSplit, entity.Comp.MaxMeleeSpillAmount);
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if (totalSplit == 0)
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return;
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// Optionally allow further melee handling occur
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args.Handled = entity.Comp.PreventMelee;
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// First update the hit count so anything that is not reactive wont count towards the total!
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foreach (var hit in args.HitEntities)
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{
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if (!HasComp<ReactiveComponent>(hit))
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hitCount -= 1;
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}
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foreach (var hit in args.HitEntities)
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{
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if (!HasComp<ReactiveComponent>(hit))
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continue;
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var splitSolution = _solutionContainerSystem.SplitSolution(soln.Value, totalSplit / hitCount);
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_adminLogger.Add(LogType.MeleeHit, $"{ToPrettyString(args.User)} splashed {SharedSolutionContainerSystem.ToPrettyString(splitSolution):solution} from {ToPrettyString(entity.Owner):entity} onto {ToPrettyString(hit):target}");
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_reactive.DoEntityReaction(hit, splitSolution, ReactionMethod.Touch);
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_popups.PopupEntity(
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Loc.GetString("spill-melee-hit-attacker", ("amount", totalSplit / hitCount), ("spillable", entity.Owner),
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("target", Identity.Entity(hit, EntityManager))),
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hit, args.User);
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_popups.PopupEntity(
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Loc.GetString("spill-melee-hit-others", ("attacker", args.User), ("spillable", entity.Owner),
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("target", Identity.Entity(hit, EntityManager))),
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hit, Filter.PvsExcept(args.User), true, PopupType.SmallCaution);
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}
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}
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private void SpillOnLand(Entity<SpillableComponent> entity, ref LandEvent args)
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{
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if (!_solutionContainerSystem.TryGetSolution(entity.Owner, entity.Comp.SolutionName, out var soln, out var solution))
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@@ -114,7 +40,7 @@ public sealed partial class PuddleSystem
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if (args.User != null)
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{
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_adminLogger.Add(LogType.Landed,
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AdminLogger.Add(LogType.Landed,
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$"{ToPrettyString(entity.Owner):entity} spilled a solution {SharedSolutionContainerSystem.ToPrettyString(solution):solution} on landing");
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}
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@@ -122,22 +48,6 @@ public sealed partial class PuddleSystem
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TrySplashSpillAt(entity.Owner, Transform(entity).Coordinates, drainedSolution, out _);
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}
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/// <summary>
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/// Prevent Pacified entities from throwing items that can spill liquids.
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/// </summary>
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private void OnAttemptPacifiedThrow(Entity<SpillableComponent> ent, ref AttemptPacifiedThrowEvent args)
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{
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// Don’t care about closed containers.
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if (Openable.IsClosed(ent))
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return;
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// Don’t care about empty containers.
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if (!_solutionContainerSystem.TryGetSolution(ent.Owner, ent.Comp.SolutionName, out _, out var solution) || solution.Volume <= 0)
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return;
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args.Cancel("pacified-cannot-throw-spill");
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}
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private void OnDoAfter(Entity<SpillableComponent> entity, ref SpillDoAfterEvent args)
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{
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if (args.Handled || args.Cancelled || args.Args.Target == null)
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