Re-organize all projects (#4166)
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48
Content.Server/Fluids/PuddleSystem.cs
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48
Content.Server/Fluids/PuddleSystem.cs
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using Content.Server.Fluids.Components;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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namespace Content.Server.Fluids
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{
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[UsedImplicitly]
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internal sealed class PuddleSystem : EntitySystem
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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public override void Initialize()
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{
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base.Initialize();
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_mapManager.TileChanged += HandleTileChanged;
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_mapManager.TileChanged -= HandleTileChanged;
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}
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//TODO: Replace all this with an Unanchored event that deletes the puddle
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private void HandleTileChanged(object? sender, TileChangedEventArgs eventArgs)
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{
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// If this gets hammered you could probably queue up all the tile changes every tick but I doubt that would ever happen.
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foreach (var puddle in ComponentManager.EntityQuery<PuddleComponent>(true))
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{
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// If the tile becomes space then delete it (potentially change by design)
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var puddleTransform = puddle.Owner.Transform;
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if(!puddleTransform.Anchored)
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continue;
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var grid = _mapManager.GetGrid(puddleTransform.GridID);
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if (eventArgs.NewTile.GridIndex == puddle.Owner.Transform.GridID &&
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grid.TileIndicesFor(puddleTransform.Coordinates) == eventArgs.NewTile.GridIndices &&
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eventArgs.NewTile.Tile.IsEmpty)
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{
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puddle.Owner.QueueDelete();
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break; // Currently it's one puddle per tile, if that changes remove this
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}
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}
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}
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}
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}
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