Re-organize all projects (#4166)
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173
Content.Server/Fluids/Components/MopComponent.cs
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173
Content.Server/Fluids/Components/MopComponent.cs
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#nullable enable
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using System.Threading.Tasks;
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using Content.Server.Chemistry.Components;
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using Content.Server.DoAfter;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Helpers;
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using Content.Shared.Notification;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Player;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Fluids.Components
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{
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/// <summary>
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/// For cleaning up puddles
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/// </summary>
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[RegisterComponent]
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public class MopComponent : Component, IAfterInteract
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{
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public override string Name => "Mop";
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/// <summary>
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/// Used to prevent do_after spam if we're currently mopping.
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/// </summary>
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public bool Mopping { get; private set; }
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public SolutionContainerComponent? Contents => Owner.GetComponentOrNull<SolutionContainerComponent>();
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public ReagentUnit MaxVolume
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{
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get => Owner.GetComponentOrNull<SolutionContainerComponent>()?.MaxVolume ?? ReagentUnit.Zero;
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set
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{
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if (Owner.TryGetComponent(out SolutionContainerComponent? solution))
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{
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solution.MaxVolume = value;
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}
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}
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}
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public ReagentUnit CurrentVolume =>
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Owner.GetComponentOrNull<SolutionContainerComponent>()?.CurrentVolume ?? ReagentUnit.Zero;
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// Currently there's a separate amount for pickup and dropoff so
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// Picking up a puddle requires multiple clicks
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// Dumping in a bucket requires 1 click
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// Long-term you'd probably use a cooldown and start the pickup once we have some form of global cooldown
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[DataField("pickup_amount")]
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public ReagentUnit PickupAmount { get; } = ReagentUnit.New(5);
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[DataField("pickup_sound")]
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private string? _pickupSound = "/Audio/Effects/Fluids/slosh.ogg";
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/// <summary>
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/// Multiplier for the do_after delay for how fast the mop works.
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/// </summary>
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[ViewVariables]
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[DataField("speed")]
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private float _mopSpeed = 1;
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public override void Initialize()
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{
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base.Initialize();
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Owner.EnsureComponentWarn(out SolutionContainerComponent _);
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}
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async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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{
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/*
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* Functionality:
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* Essentially if we click on an empty tile spill our contents there
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* Otherwise, try to mop up the puddle (if it is a puddle).
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* It will try to destroy solution on the mop to do so, and if it is successful
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* will spill some of the mop's solution onto the puddle which will evaporate eventually.
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*/
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if (!Owner.TryGetComponent(out SolutionContainerComponent? contents) ||
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Mopping ||
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!eventArgs.InRangeUnobstructed(ignoreInsideBlocker: true, popup: true))
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{
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return false;
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}
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var currentVolume = CurrentVolume;
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if (eventArgs.Target == null)
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{
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if (currentVolume > 0)
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{
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// Drop the liquid on the mop on to the ground
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contents.SplitSolution(CurrentVolume).SpillAt(eventArgs.ClickLocation, "PuddleSmear");
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return true;
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}
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return false;
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}
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if (!eventArgs.Target.TryGetComponent(out PuddleComponent? puddleComponent))
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{
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return false;
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}
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var puddleVolume = puddleComponent.CurrentVolume;
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if (currentVolume <= 0)
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("Mop needs to be wet!"));
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return false;
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}
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Mopping = true;
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// So if the puddle has 20 units we mop in 2 seconds. Don't just store CurrentVolume given it can change so need to re-calc it anyway.
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var doAfterArgs = new DoAfterEventArgs(eventArgs.User, _mopSpeed * puddleVolume.Float() / 10.0f, target: eventArgs.Target)
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{
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BreakOnUserMove = true,
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BreakOnStun = true,
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BreakOnDamage = true,
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};
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var result = await EntitySystem.Get<DoAfterSystem>().DoAfter(doAfterArgs);
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Mopping = false;
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if (result == DoAfterStatus.Cancelled ||
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Owner.Deleted ||
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puddleComponent.Deleted)
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return false;
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// Annihilate the puddle
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var transferAmount = ReagentUnit.Min(ReagentUnit.New(5), puddleComponent.CurrentVolume, CurrentVolume);
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var puddleCleaned = puddleComponent.CurrentVolume - transferAmount <= 0;
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if (transferAmount == 0)
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{
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if (puddleComponent.EmptyHolder) //The puddle doesn't actually *have* reagents, for example vomit because there's no "vomit" reagent.
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{
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puddleComponent.Owner.Delete();
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transferAmount = ReagentUnit.Min(ReagentUnit.New(5), CurrentVolume);
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puddleCleaned = true;
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}
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else
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{
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return true;
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}
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}
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else
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{
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puddleComponent.SplitSolution(transferAmount);
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}
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if (puddleCleaned) //After cleaning the puddle, make a new puddle with solution from the mop as a "wet floor". Then evaporate it slowly.
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{
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contents.SplitSolution(transferAmount).SpillAt(eventArgs.ClickLocation, "PuddleSmear");
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}
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else
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{
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contents.SplitSolution(transferAmount);
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}
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if (!string.IsNullOrWhiteSpace(_pickupSound))
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{
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SoundSystem.Play(Filter.Pvs(Owner), _pickupSound, Owner);
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}
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return true;
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}
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}
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}
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