Re-organize all projects (#4166)
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413
Content.Server/Fluids/Components/PuddleComponent.cs
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413
Content.Server/Fluids/Components/PuddleComponent.cs
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using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using System.Threading;
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using Content.Server.Chemistry.Components;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Chemistry.Solution;
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using Content.Shared.Directions;
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using Content.Shared.Examine;
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using Content.Shared.Maps;
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using Content.Shared.Physics;
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using Content.Shared.Slippery;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Utility;
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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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/// Puddle on a floor
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/// </summary>
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[RegisterComponent]
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public class PuddleComponent : Component, IExamine, IMapInit
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{
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// Current design: Something calls the SpillHelper.Spill, that will either
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// A) Add to an existing puddle at the location (normalised to tile-center) or
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// B) add a new one
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// From this every time a puddle is spilt on it will try and overflow to its neighbours if possible,
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// and also update its appearance based on volume level (opacity) and chemistry color
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// Small puddles will evaporate after a set delay
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// TODO: 'leaves fluidtracks', probably in a separate component for stuff like gibb chunks?;
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// based on behaviour (e.g. someone being punched vs slashed with a sword would have different blood sprite)
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// to check for low volumes for evaporation or whatever
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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public override string Name => "Puddle";
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private CancellationTokenSource? _evaporationToken;
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[DataField("evaporate_threshold")]
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private ReagentUnit _evaporateThreshold = ReagentUnit.New(20); // How few <Solution Quantity> we can hold prior to self-destructing
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public ReagentUnit EvaporateThreshold
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{
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get => _evaporateThreshold;
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set => _evaporateThreshold = value;
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}
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private ReagentUnit _slipThreshold = ReagentUnit.New(3);
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public ReagentUnit SlipThreshold
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{
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get => _slipThreshold;
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set => _slipThreshold = value;
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}
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/// <summary>
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/// The time that it will take this puddle to evaporate, in seconds.
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/// </summary>
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[DataField("evaporate_time")]
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public float EvaporateTime { get; private set; } = 5f;
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[DataField("spill_sound")]
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private string _spillSound = "/Audio/Effects/Fluids/splat.ogg";
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/// <summary>
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/// Whether or not this puddle is currently overflowing onto its neighbors
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/// </summary>
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private bool _overflown;
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private SpriteComponent _spriteComponent = default!;
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public ReagentUnit MaxVolume
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{
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get => _contents.MaxVolume;
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set => _contents.MaxVolume = value;
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}
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[ViewVariables]
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public ReagentUnit CurrentVolume => _contents.CurrentVolume;
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// Volume at which the fluid will try to spill to adjacent components
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// Currently a random number, potentially change
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public ReagentUnit OverflowVolume => _overflowVolume;
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[ViewVariables]
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[DataField("overflow_volume")]
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private ReagentUnit _overflowVolume = ReagentUnit.New(20);
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private ReagentUnit OverflowLeft => CurrentVolume - OverflowVolume;
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private SolutionContainerComponent _contents = default!;
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public bool EmptyHolder => _contents.ReagentList.Count == 0;
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[DataField("variants")]
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private int _spriteVariants = 1;
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// Whether the underlying solution color should be used
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[DataField("recolor")]
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private bool _recolor = default;
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[DataField("state")]
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private string _spriteState = "puddle";
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private bool Slippery => Owner.TryGetComponent(out SlipperyComponent? slippery) && slippery.Slippery;
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public override void Initialize()
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{
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base.Initialize();
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_contents = Owner.EnsureComponentWarn<SolutionContainerComponent>();
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// Smaller than 1m^3 for now but realistically this shouldn't be hit
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MaxVolume = ReagentUnit.New(1000);
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// Random sprite state set server-side so it's consistent across all clients
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_spriteComponent = Owner.EnsureComponent<SpriteComponent>();
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var randomVariant = _random.Next(0, _spriteVariants - 1);
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if (_spriteComponent.BaseRSIPath != null)
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{
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_spriteComponent.LayerSetState(0, $"{_spriteState}-{randomVariant}");
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}
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// UpdateAppearance should get called soon after this so shouldn't need to call Dirty() here
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UpdateStatus();
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}
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void IMapInit.MapInit()
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{
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var robustRandom = IoCManager.Resolve<IRobustRandom>();
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_spriteComponent.Rotation = Angle.FromDegrees(robustRandom.Next(0, 359));
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}
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void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
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{
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if(Slippery)
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{
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message.AddText(Loc.GetString("It looks slippery."));
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}
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}
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/// <summary>
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/// Whether adding this solution to this puddle would overflow.
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/// </summary>
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/// <param name="solution"></param>
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/// <returns></returns>
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public bool WouldOverflow(Solution solution)
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{
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return (CurrentVolume + solution.TotalVolume > _overflowVolume);
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}
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// Flow rate should probably be controlled globally so this is it for now
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internal bool TryAddSolution(Solution solution, bool sound = true, bool checkForEvaporate = true, bool checkForOverflow = true)
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{
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if (solution.TotalVolume == 0)
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{
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return false;
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}
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var result = _contents.TryAddSolution(solution);
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if (!result)
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{
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return false;
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}
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UpdateStatus();
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if (checkForOverflow)
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{
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CheckOverflow();
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}
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if (checkForEvaporate)
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{
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CheckEvaporate();
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}
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UpdateAppearance();
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if (!sound)
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{
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return true;
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}
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SoundSystem.Play(Filter.Pvs(Owner), _spillSound, Owner.Transform.Coordinates);
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return true;
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}
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internal Solution SplitSolution(ReagentUnit quantity)
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{
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var split = _contents.SplitSolution(quantity);
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CheckEvaporate();
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UpdateAppearance();
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return split;
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}
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public void CheckEvaporate()
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{
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if (CurrentVolume == 0)
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{
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Owner.Delete();
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}
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}
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public void Evaporate()
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{
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_contents.SplitSolution(ReagentUnit.Min(ReagentUnit.New(1), _contents.CurrentVolume));
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if (CurrentVolume == 0)
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{
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Owner.Delete();
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}
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else
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{
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UpdateStatus();
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}
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}
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public void UpdateStatus()
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{
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_evaporationToken?.Cancel();
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if(Owner.Deleted) return;
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UpdateAppearance();
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UpdateSlip();
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if (_evaporateThreshold == ReagentUnit.New(-1) || CurrentVolume > _evaporateThreshold)
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{
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return;
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}
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_evaporationToken = new CancellationTokenSource();
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// KYS to evaporate
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Owner.SpawnTimer(TimeSpan.FromSeconds(EvaporateTime), Evaporate, _evaporationToken.Token);
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}
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private void UpdateSlip()
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{
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if ((_slipThreshold == ReagentUnit.New(-1) || CurrentVolume < _slipThreshold) &&
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Owner.TryGetComponent(out SlipperyComponent? oldSlippery))
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{
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oldSlippery.Slippery = false;
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}
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else if (CurrentVolume >= _slipThreshold)
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{
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var newSlippery = Owner.EnsureComponent<SlipperyComponent>();
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newSlippery.Slippery = true;
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}
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}
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private void UpdateAppearance()
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{
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if (Owner.Deleted || EmptyHolder)
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{
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return;
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}
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// Opacity based on level of fullness to overflow
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// Hard-cap lower bound for visibility reasons
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var volumeScale = (CurrentVolume.Float() / OverflowVolume.Float()) * 0.75f + 0.25f;
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var cappedScale = Math.Min(1.0f, volumeScale);
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// Color based on the underlying solutioncomponent
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Color newColor;
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if (_recolor)
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{
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newColor = _contents.Color.WithAlpha(cappedScale);
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}
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else
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{
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newColor = _spriteComponent.Color.WithAlpha(cappedScale);
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}
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_spriteComponent.Color = newColor;
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_spriteComponent.Dirty();
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}
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/// <summary>
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/// Will overflow this entity to neighboring entities if required
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/// </summary>
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private void CheckOverflow()
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{
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if (CurrentVolume <= _overflowVolume || _overflown)
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{
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return;
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}
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var nextPuddles = new List<PuddleComponent>() {this};
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var overflownPuddles = new List<PuddleComponent>();
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while (OverflowLeft > ReagentUnit.Zero && nextPuddles.Count > 0)
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{
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foreach (var next in nextPuddles.ToArray())
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{
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nextPuddles.Remove(next);
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next._overflown = true;
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overflownPuddles.Add(next);
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var adjacentPuddles = next.GetAllAdjacentOverflow().ToArray();
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if (OverflowLeft <= ReagentUnit.Epsilon * adjacentPuddles.Length)
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{
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break;
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}
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if (adjacentPuddles.Length == 0)
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{
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continue;
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}
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var numberOfAdjacent = ReagentUnit.New(adjacentPuddles.Length);
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var overflowSplit = OverflowLeft / numberOfAdjacent;
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foreach (var adjacent in adjacentPuddles)
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{
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var adjacentPuddle = adjacent();
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var quantity = ReagentUnit.Min(overflowSplit, adjacentPuddle.OverflowVolume);
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var spillAmount = _contents.SplitSolution(quantity);
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adjacentPuddle.TryAddSolution(spillAmount, false, false, false);
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nextPuddles.Add(adjacentPuddle);
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}
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}
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}
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foreach (var puddle in overflownPuddles)
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{
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puddle._overflown = false;
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}
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}
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/// <summary>
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/// Tries to get an adjacent coordinate to overflow to, unless it is blocked by a wall on the
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/// same tile or the tile is empty
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/// </summary>
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/// <param name="direction">The direction to get the puddle from, respective to this one</param>
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/// <param name="puddle">The puddle that was found or is to be created, or null if there
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/// is a wall in the way</param>
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/// <returns>true if a puddle was found or created, false otherwise</returns>
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private bool TryGetAdjacentOverflow(Direction direction, [NotNullWhen(true)] out Func<PuddleComponent>? puddle)
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{
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puddle = default;
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// We're most likely in space, do nothing.
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if (!Owner.Transform.GridID.IsValid())
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return false;
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var mapGrid = _mapManager.GetGrid(Owner.Transform.GridID);
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var coords = Owner.Transform.Coordinates;
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if (!coords.Offset(direction).TryGetTileRef(out var tile))
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{
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return false;
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}
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// If space return early, let that spill go out into the void
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if (tile.Value.Tile.IsEmpty)
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{
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return false;
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}
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if (!Owner.Transform.Anchored)
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return false;
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foreach (var entity in mapGrid.GetInDir(coords, direction))
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{
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if (Owner.EntityManager.ComponentManager.TryGetComponent(entity, out IPhysBody? physics) &&
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(physics.CollisionLayer & (int) CollisionGroup.Impassable) != 0)
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{
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puddle = default;
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return false;
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}
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if (Owner.EntityManager.ComponentManager.TryGetComponent(entity, out PuddleComponent? existingPuddle))
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{
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if (existingPuddle._overflown)
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{
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return false;
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}
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puddle = () => existingPuddle;
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}
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}
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if (puddle == default)
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{
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puddle = () => Owner.EntityManager.SpawnEntity(Owner.Prototype?.ID, mapGrid.DirectionToGrid(coords, direction)).GetComponent<PuddleComponent>();
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}
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return true;
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}
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/// <summary>
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/// Finds or creates adjacent puddles in random directions from this one
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/// </summary>
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/// <returns>Enumerable of the puddles found or to be created</returns>
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private IEnumerable<Func<PuddleComponent>> GetAllAdjacentOverflow()
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{
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foreach (var direction in SharedDirectionExtensions.RandomDirections())
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{
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if (TryGetAdjacentOverflow(direction, out var puddle))
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{
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yield return puddle;
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}
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}
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}
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}
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}
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