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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@@ -1,24 +1,34 @@
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using Content.Shared.Chemistry;
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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.CombatMode.Pacification;
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using Content.Shared.Database;
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using Content.Shared.DoAfter;
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using Content.Shared.Examine;
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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.Verbs;
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using Content.Shared.Weapons.Melee;
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using Content.Shared.Weapons.Melee.Events;
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using Robust.Shared.Player;
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namespace Content.Shared.Fluids;
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public abstract partial class SharedPuddleSystem
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{
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[Dependency] protected readonly OpenableSystem Openable = default!;
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private static readonly FixedPoint2 MeleeHitTransferProportion = 0.25;
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protected virtual void InitializeSpillable()
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{
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SubscribeLocalEvent<SpillableComponent, ExaminedEvent>(OnExamined);
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SubscribeLocalEvent<SpillableComponent, GetVerbsEvent<Verb>>(AddSpillVerb);
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SubscribeLocalEvent<SpillableComponent, MeleeHitEvent>(SplashOnMeleeHit, after: [typeof(OpenableSystem)]);
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SubscribeLocalEvent<SpillableComponent, AttemptPacifiedThrowEvent>(OnAttemptPacifiedThrow);
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}
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private void OnExamined(Entity<SpillableComponent> entity, ref ExaminedEvent args)
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@@ -37,7 +47,10 @@ public abstract partial class SharedPuddleSystem
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if (!args.CanAccess || !args.CanInteract || args.Hands == null)
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return;
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if (!_solutionContainerSystem.TryGetSolution(args.Target, entity.Comp.SolutionName, out var soln, out var solution))
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if (!_solutionContainerSystem.TryGetSolution(args.Target,
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entity.Comp.SolutionName,
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out var soln,
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out var solution))
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return;
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if (Openable.IsClosed(args.Target))
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@@ -74,7 +87,12 @@ public abstract partial class SharedPuddleSystem
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var user = args.User;
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verb.Act = () =>
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{
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_doAfterSystem.TryStartDoAfter(new DoAfterArgs(EntityManager, user, entity.Comp.SpillDelay ?? 0, new SpillDoAfterEvent(), entity.Owner, target: entity.Owner)
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_doAfterSystem.TryStartDoAfter(new DoAfterArgs(EntityManager,
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user,
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entity.Comp.SpillDelay ?? 0,
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new SpillDoAfterEvent(),
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entity.Owner,
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target: entity.Owner)
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{
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BreakOnDamage = true,
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BreakOnMove = true,
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@@ -86,4 +104,89 @@ public abstract partial class SharedPuddleSystem
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verb.DoContactInteraction = true;
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args.Verbs.Add(verb);
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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 * MeleeHitTransferProportion, solution.Volume);
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if (TryComp<SolutionTransferComponent>(entity, out var transfer))
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totalSplit = FixedPoint2.Min(transfer.TransferAmount, solution.Volume);
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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 (!_reactiveQuery.HasComp(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 (!_reactiveQuery.HasComp(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,
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$"{ToPrettyString(args.User):actor} "
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+ $"splashed {SharedSolutionContainerSystem.ToPrettyString(splitSolution):solution} "
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+ $"from {ToPrettyString(entity.Owner):entity} onto {ToPrettyString(hit):target}");
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Reactive.DoEntityReaction(hit, splitSolution, ReactionMethod.Touch);
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Popups.PopupClient(Loc.GetString("spill-melee-hit-attacker",
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("amount", totalSplit / hitCount),
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("spillable", entity.Owner),
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("target", Identity.Entity(hit, EntityManager, args.User))),
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hit,
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args.User);
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Popups.PopupEntity(
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Loc.GetString("spill-melee-hit-others",
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("attacker", Identity.Entity(args.User, EntityManager)),
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("spillable", entity.Owner),
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("target", Identity.Entity(hit, EntityManager))),
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hit,
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Filter.PvsExcept(args.User),
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true,
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PopupType.SmallCaution);
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}
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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)
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|| 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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}
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