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