#nullable enable using System.Diagnostics.CodeAnalysis; using Content.Server.Utility; using Content.Shared.Chemistry; using Content.Shared.GameObjects; using Robust.Server.GameObjects.EntitySystems.TileLookup; using Robust.Server.Interfaces.GameObjects; using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.Interfaces.Map; using Robust.Shared.IoC; using Robust.Shared.Map; namespace Content.Server.GameObjects.Components.Fluids { public static class SpillExtensions { /// /// Spills the specified solution at the entity's location if possible. /// /// /// The entity to use as a location to spill the solution at. /// /// Initial solution for the prototype. /// The prototype to use. /// Play the spill sound. /// The puddle if one was created, null otherwise. public static PuddleComponent? SpillAt(this Solution solution, IEntity entity, string prototype, bool sound = true) { var coordinates = entity.Transform.Coordinates; return solution.SpillAt(coordinates, prototype, sound); } /// /// Spills the specified solution at the entity's location if possible. /// /// /// The entity to use as a location to spill the solution at. /// /// Initial solution for the prototype. /// The prototype to use. /// The puddle if one was created, null otherwise. /// Play the spill sound. /// True if a puddle was created, false otherwise. public static bool TrySpillAt(this Solution solution, IEntity entity, string prototype, [NotNullWhen(true)] out PuddleComponent? puddle, bool sound = true) { puddle = solution.SpillAt(entity, prototype, sound); return puddle != null; } /// /// Spills solution at the specified grid coordinates. /// /// Initial solution for the prototype. /// The coordinates to spill the solution at. /// The prototype to use. /// Whether or not to play the spill sound. /// The puddle if one was created, null otherwise. public static PuddleComponent? SpillAt(this Solution solution, EntityCoordinates coordinates, string prototype, bool sound = true) { if (solution.TotalVolume == 0) { return null; } var mapManager = IoCManager.Resolve(); var entityManager = IoCManager.Resolve(); var serverEntityManager = IoCManager.Resolve(); var gridId = coordinates.GetGridId(entityManager); var mapGrid = mapManager.GetGrid(gridId); // If space return early, let that spill go out into the void var tileRef = mapGrid.GetTileRef(coordinates); if (tileRef.Tile.IsEmpty) { return null; } // Get normalized co-ordinate for spill location and spill it in the centre // TODO: Does SnapGrid or something else already do this? var spillTileMapGrid = mapManager.GetGrid(gridId); var spillTileRef = spillTileMapGrid.GetTileRef(coordinates).GridIndices; var spillGridCoords = spillTileMapGrid.GridTileToLocal(spillTileRef); var spilt = false; foreach (var spillEntity in entityManager.GetEntitiesAt(spillTileMapGrid.ParentMapId, spillGridCoords.Position)) { if (!spillEntity.TryGetComponent(out PuddleComponent? puddleComponent)) { continue; } if (!puddleComponent.TryAddSolution(solution, sound)) { continue; } spilt = true; break; } // Did we add to an existing puddle if (spilt) { return null; } var puddle = serverEntityManager.SpawnEntity(prototype, spillGridCoords); var newPuddleComponent = puddle.GetComponent(); newPuddleComponent.TryAddSolution(solution, sound); return newPuddleComponent; } /// /// Spills the specified solution at the entity's location if possible. /// /// The coordinates to spill the solution at. /// Initial solution for the prototype. /// The prototype to use. /// The puddle if one was created, null otherwise. /// Play the spill sound. /// True if a puddle was created, false otherwise. public static bool TrySpillAt(this Solution solution, EntityCoordinates coordinates, string prototype, [NotNullWhen(true)] out PuddleComponent? puddle, bool sound = true) { puddle = solution.SpillAt(coordinates, prototype, sound); return puddle != null; } public static bool TryGetPuddle(this TileRef tileRef, GridTileLookupSystem? gridTileLookupSystem, [NotNullWhen(true)] out PuddleComponent? puddle) { foreach (var entity in tileRef.GetEntitiesInTileFast(gridTileLookupSystem)) { if (entity.TryGetComponent(out PuddleComponent? p)) { puddle = p; return true; } } puddle = null; return false; } public static PuddleComponent? SpillAt(this TileRef tileRef, Solution solution, string prototype, bool overflow = true, bool sound = true) { if (solution.TotalVolume <= 0) { return null; } var mapManager = IoCManager.Resolve(); var entityManager = IoCManager.Resolve(); var serverEntityManager = IoCManager.Resolve(); var gridId = tileRef.GridIndex; // If space return early, let that spill go out into the void if (tileRef.Tile.IsEmpty) { return null; } PuddleComponent? puddle = null; // Get normalized co-ordinate for spill location and spill it in the centre // TODO: Does SnapGrid or something else already do this? var spillTileMapGrid = mapManager.GetGrid(gridId); var spillGridCoords = spillTileMapGrid.GridTileToLocal(tileRef.GridIndices); var spilt = false; foreach (var spillEntity in entityManager.GetEntitiesAt(spillTileMapGrid.ParentMapId, spillGridCoords.Position)) { if (!spillEntity.TryGetComponent(out PuddleComponent? puddleComponent)) continue; if (!overflow && puddleComponent.WouldOverflow(solution)) return null; if (!puddleComponent.TryAddSolution(solution, sound)) continue; puddle = puddleComponent; spilt = true; break; } // Did we add to an existing puddle if (spilt) { return puddle; } var puddleEnt = serverEntityManager.SpawnEntity(prototype, spillGridCoords); puddle = puddleEnt.GetComponent(); puddle.TryAddSolution(solution, sound); return puddle; } } }