Make mopping predicted (and some other stuff) (#38749)

* refactor: move puddle evaporation + absorbents to shared

* refactor: move SolutionRegeneration to shared

* refactor: make AbsorbentSystem visuals clientside

* style: general formatting/cleanup on touched files

- Few logical simplifications
- Add field for hard-coded sparkle effect ent
- Switch stuff to Entity<T>

No actual prediction fixes in this commit (though in
retrospect I should've done this commit last).

* fix: use predicted variants for predicted code

* fix: average out evaporation rates in mixtures

* refactor: move SolutionPurge to shared

* style: Basic SolutionPurgeComponent field cleanup

* fix: general prediction + timing + networking fixes

- Moves client side visuals back to shared because other
  players exist
- Don't accumulate CurTime in Purge/RegenerationSystem
- Network the next update field in Purge/RegenerationSystem to
  deal with UI mispredictions???

* fix: add udder bug workaround

Not needed for SolutionPurgeSystem which doesn't resolve
solutions (probably fine that SolutionPurgeSystem doesn't
cache since it's much rarer, though it probably should), and
likely not needed for AbsorbentSystem since it only resolves
against puddles which, I don't think can be in containers.

* fix: don't divide by zero for evaporation speed = 0.

* refactor: revert evaporation changes

Will cherry-pick these out in another PR.

Also reverting the evaporation speed bugfix since it's easier
to revert all at once. :)

* fix: component cleanup; autopause fields, use ProtoID

* fix: remove unused AbsorbentComponentState

* fix: ProtoId is not string

* refactor: move PuddleSystem.UpdateAppearance to shared

* style: general PuddleSystem.UpdateAppearance tweaks

- Switch to Entity<T>
- Use ProtoIds
- Minor simplifications

* fix: add udderly silly PVS workaround

* cleanup

* fix

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
This commit is contained in:
Perry Fraser
2025-07-08 23:17:55 -04:00
committed by GitHub
parent 7cf6ca877c
commit c802b8bbb2
12 changed files with 563 additions and 525 deletions

View File

@@ -1,3 +1,4 @@
using System.Linq;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.EntitySystems;
using Content.Shared.Chemistry.Reagent;
@@ -8,6 +9,7 @@ using Content.Shared.FixedPoint;
using Content.Shared.Fluids.Components;
using Content.Shared.Movement.Events;
using Content.Shared.StepTrigger.Components;
using Robust.Shared.Containers;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
@@ -16,9 +18,16 @@ namespace Content.Shared.Fluids;
public abstract partial class SharedPuddleSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
private static readonly ProtoId<ReagentPrototype> Blood = "Blood";
private static readonly ProtoId<ReagentPrototype> Slime = "Slime";
private static readonly ProtoId<ReagentPrototype> CopperBlood = "CopperBlood";
private static readonly string[] StandoutReagents = [Blood, Slime, CopperBlood];
/// <summary>
/// The lowest threshold to be considered for puddle sprite states as well as slipperiness of a puddle.
/// </summary>
@@ -33,12 +42,23 @@ public abstract partial class SharedPuddleSystem : EntitySystem
SubscribeLocalEvent<DumpableSolutionComponent, CanDropTargetEvent>(OnDumpCanDropTarget);
SubscribeLocalEvent<DrainableSolutionComponent, CanDropTargetEvent>(OnDrainCanDropTarget);
SubscribeLocalEvent<RefillableSolutionComponent, CanDropDraggedEvent>(OnRefillableCanDropDragged);
SubscribeLocalEvent<PuddleComponent, SolutionContainerChangedEvent>(OnSolutionUpdate);
SubscribeLocalEvent<PuddleComponent, GetFootstepSoundEvent>(OnGetFootstepSound);
SubscribeLocalEvent<PuddleComponent, ExaminedEvent>(HandlePuddleExamined);
SubscribeLocalEvent<PuddleComponent, EntRemovedFromContainerMessage>(OnEntRemoved);
InitializeSpillable();
}
protected virtual void OnSolutionUpdate(Entity<PuddleComponent> entity, ref SolutionContainerChangedEvent args)
{
if (args.SolutionId != entity.Comp.SolutionName)
return;
UpdateAppearance((entity, entity.Comp));
}
private void OnRefillableCanDrag(Entity<RefillableSolutionComponent> entity, ref CanDragEvent args)
{
args.Handled = true;
@@ -110,6 +130,68 @@ public abstract partial class SharedPuddleSystem : EntitySystem
}
}
// Workaround for https://github.com/space-wizards/space-station-14/pull/35314
private void OnEntRemoved(Entity<PuddleComponent> ent, ref EntRemovedFromContainerMessage args)
{
// Make sure the removed entity was our contained solution and clear our cached reference
if (args.Entity == ent.Comp.Solution?.Owner)
ent.Comp.Solution = null;
}
private void UpdateAppearance(Entity<PuddleComponent?, AppearanceComponent?> ent)
{
var (uid, puddle, appearance) = ent;
if (!Resolve(ent, ref puddle, ref appearance))
return;
var volume = FixedPoint2.Zero;
var color = Color.White;
if (_solutionContainerSystem.ResolveSolution(uid,
puddle.SolutionName,
ref puddle.Solution,
out var solution))
{
volume = solution.Volume / puddle.OverflowVolume;
// Make blood stand out more
// Kinda EH
// Could potentially do alpha per-solution but future problem.
color = solution.GetColorWithout(_prototypeManager, StandoutReagents);
color = color.WithAlpha(0.7f);
foreach (var standout in StandoutReagents)
{
var quantity = solution.GetTotalPrototypeQuantity(standout);
if (quantity <= FixedPoint2.Zero)
continue;
var interpolateValue = quantity.Float() / solution.Volume.Float();
color = Color.InterpolateBetween(color,
_prototypeManager.Index<ReagentPrototype>(standout).SubstanceColor,
interpolateValue);
}
}
_appearance.SetData(ent, PuddleVisuals.CurrentVolume, volume.Float(), appearance);
_appearance.SetData(ent, PuddleVisuals.SolutionColor, color, appearance);
}
public void DoTileReactions(TileRef tileRef, Solution solution)
{
for (var i = solution.Contents.Count - 1; i >= 0; i--)
{
var (reagent, quantity) = solution.Contents[i];
var proto = _prototypeManager.Index<ReagentPrototype>(reagent.Prototype);
var removed = proto.ReactionTile(tileRef, quantity, EntityManager, reagent.Data);
if (removed <= FixedPoint2.Zero)
continue;
solution.RemoveReagent(reagent, removed);
}
}
#region Spill
// These methods are in Shared to make it easier to interact with PuddleSystem in Shared code.
// Note that they always fail when run on the client, not creating a puddle and returning false.