using System; using Content.Server.GameObjects.Components.Chemistry; using Content.Server.GameObjects.Components.Sound; using Content.Server.Interfaces.GameObjects.Components.Interaction; using Content.Server.Utility; using Content.Shared.Chemistry; using Content.Shared.Interfaces; using Robust.Server.GameObjects.EntitySystems; using Robust.Shared.GameObjects; using Robust.Shared.GameObjects.Systems; using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.IoC; using Robust.Shared.Localization; using Robust.Shared.Serialization; namespace Content.Server.GameObjects.Components.Fluids { /// /// For cleaning up puddles /// [RegisterComponent] public class MopComponent : Component, IAfterInteract { #pragma warning disable 649 [Dependency] private readonly ILocalizationManager _localizationManager; #pragma warning restore 649 public override string Name => "Mop"; internal SolutionComponent Contents => _contents; private SolutionComponent _contents; public ReagentUnit MaxVolume { get => _contents.MaxVolume; set => _contents.MaxVolume = value; } public ReagentUnit CurrentVolume => _contents.CurrentVolume; // 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 public ReagentUnit PickupAmount => _pickupAmount; private ReagentUnit _pickupAmount; private string _pickupSound; /// public override void ExposeData(ObjectSerializer serializer) { serializer.DataFieldCached(ref _pickupSound, "pickup_sound", "/Audio/Effects/Fluids/slosh.ogg"); // The turbo mop will pickup more serializer.DataFieldCached(ref _pickupAmount, "pickup_amount", ReagentUnit.New(5)); } public override void Initialize() { base.Initialize(); _contents = Owner.GetComponent(); } void IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs) { if (!InteractionChecks.InRangeUnobstructed(eventArgs)) return; if (CurrentVolume <= 0) { return; } //Solution solution; if (eventArgs.Target == null) { // Drop the liquid on the mop on to the ground SpillHelper.SpillAt(eventArgs.ClickLocation, _contents.SplitSolution(CurrentVolume), "PuddleSmear"); return; } if (!eventArgs.Target.TryGetComponent(out PuddleComponent puddleComponent)) { return; } // Essentially pickup either: // - _pickupAmount, // - whatever's left in the puddle, or // - whatever we can still hold (whichever's smallest) var transferAmount = ReagentUnit.Min(ReagentUnit.New(5), puddleComponent.CurrentVolume, CurrentVolume); bool 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; } } 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. { SpillHelper.SpillAt(eventArgs.ClickLocation, _contents.SplitSolution(transferAmount), "PuddleSmear"); } else { _contents.SplitSolution(transferAmount); } // Give some visual feedback shit's happening (for anyone who can't hear sound) Owner.PopupMessage(eventArgs.User, _localizationManager.GetString("Swish")); if (_pickupSound == null) { return; } EntitySystem.Get().PlayFromEntity(_pickupSound, Owner); } } }