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>
This commit is contained in:
Perry Fraser
2025-10-18 13:41:56 -04:00
committed by GitHub
parent 303e0aae17
commit c65f0aeb31
18 changed files with 608 additions and 545 deletions

View File

@@ -1,20 +1,8 @@
using Content.Server.Chemistry.Containers.EntitySystems;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.EntitySystems;
using Content.Shared.Chemistry.Reaction;
using Content.Shared.Chemistry;
using Content.Shared.Clothing;
using Content.Shared.CombatMode.Pacification;
using Content.Shared.Database;
using Content.Shared.FixedPoint;
using Content.Shared.Fluids.Components;
using Content.Shared.IdentityManagement;
using Content.Shared.Nutrition.EntitySystems;
using Content.Shared.Popups;
using Content.Shared.Spillable;
using Content.Shared.Throwing;
using Content.Shared.Weapons.Melee.Events;
using Robust.Shared.Player;
namespace Content.Server.Fluids.EntitySystems;
@@ -26,10 +14,8 @@ public sealed partial class PuddleSystem
SubscribeLocalEvent<SpillableComponent, LandEvent>(SpillOnLand);
// Openable handles the event if it's closed
SubscribeLocalEvent<SpillableComponent, MeleeHitEvent>(SplashOnMeleeHit, after: [typeof(OpenableSystem)]);
SubscribeLocalEvent<SpillableComponent, SolutionContainerOverflowEvent>(OnOverflow);
SubscribeLocalEvent<SpillableComponent, SpillDoAfterEvent>(OnDoAfter);
SubscribeLocalEvent<SpillableComponent, AttemptPacifiedThrowEvent>(OnAttemptPacifiedThrow);
}
private void OnOverflow(Entity<SpillableComponent> entity, ref SolutionContainerOverflowEvent args)
@@ -41,66 +27,6 @@ public sealed partial class PuddleSystem
args.Handled = true;
}
private void SplashOnMeleeHit(Entity<SpillableComponent> entity, ref MeleeHitEvent args)
{
if (args.Handled)
return;
// When attacking someone reactive with a spillable entity,
// splash a little on them (touch react)
// If this also has solution transfer, then assume the transfer amount is how much we want to spill.
// Otherwise let's say they want to spill a quarter of its max volume.
if (!_solutionContainerSystem.TryGetDrainableSolution(entity.Owner, out var soln, out var solution))
return;
var hitCount = args.HitEntities.Count;
var totalSplit = FixedPoint2.Min(solution.MaxVolume * 0.25, solution.Volume);
if (TryComp<SolutionTransferComponent>(entity, out var transfer))
{
totalSplit = FixedPoint2.Min(transfer.TransferAmount, solution.Volume);
}
// a little lame, but reagent quantity is not very balanced and we don't want people
// spilling like 100u of reagent on someone at once!
totalSplit = FixedPoint2.Min(totalSplit, entity.Comp.MaxMeleeSpillAmount);
if (totalSplit == 0)
return;
// Optionally allow further melee handling occur
args.Handled = entity.Comp.PreventMelee;
// First update the hit count so anything that is not reactive wont count towards the total!
foreach (var hit in args.HitEntities)
{
if (!HasComp<ReactiveComponent>(hit))
hitCount -= 1;
}
foreach (var hit in args.HitEntities)
{
if (!HasComp<ReactiveComponent>(hit))
continue;
var splitSolution = _solutionContainerSystem.SplitSolution(soln.Value, totalSplit / hitCount);
_adminLogger.Add(LogType.MeleeHit, $"{ToPrettyString(args.User)} splashed {SharedSolutionContainerSystem.ToPrettyString(splitSolution):solution} from {ToPrettyString(entity.Owner):entity} onto {ToPrettyString(hit):target}");
_reactive.DoEntityReaction(hit, splitSolution, ReactionMethod.Touch);
_popups.PopupEntity(
Loc.GetString("spill-melee-hit-attacker", ("amount", totalSplit / hitCount), ("spillable", entity.Owner),
("target", Identity.Entity(hit, EntityManager))),
hit, args.User);
_popups.PopupEntity(
Loc.GetString("spill-melee-hit-others", ("attacker", args.User), ("spillable", entity.Owner),
("target", Identity.Entity(hit, EntityManager))),
hit, Filter.PvsExcept(args.User), true, PopupType.SmallCaution);
}
}
private void SpillOnLand(Entity<SpillableComponent> entity, ref LandEvent args)
{
if (!_solutionContainerSystem.TryGetSolution(entity.Owner, entity.Comp.SolutionName, out var soln, out var solution))
@@ -114,7 +40,7 @@ public sealed partial class PuddleSystem
if (args.User != null)
{
_adminLogger.Add(LogType.Landed,
AdminLogger.Add(LogType.Landed,
$"{ToPrettyString(entity.Owner):entity} spilled a solution {SharedSolutionContainerSystem.ToPrettyString(solution):solution} on landing");
}
@@ -122,22 +48,6 @@ public sealed partial class PuddleSystem
TrySplashSpillAt(entity.Owner, Transform(entity).Coordinates, drainedSolution, out _);
}
/// <summary>
/// Prevent Pacified entities from throwing items that can spill liquids.
/// </summary>
private void OnAttemptPacifiedThrow(Entity<SpillableComponent> ent, ref AttemptPacifiedThrowEvent args)
{
// Dont care about closed containers.
if (Openable.IsClosed(ent))
return;
// Dont care about empty containers.
if (!_solutionContainerSystem.TryGetSolution(ent.Owner, ent.Comp.SolutionName, out _, out var solution) || solution.Volume <= 0)
return;
args.Cancel("pacified-cannot-throw-spill");
}
private void OnDoAfter(Entity<SpillableComponent> entity, ref SpillDoAfterEvent args)
{
if (args.Handled || args.Cancelled || args.Args.Target == null)