using Content.Server.Chemistry.Components; using Content.Shared.Chemistry; using Content.Shared.Chemistry.Components; using Content.Shared.Chemistry.Components.SolutionManager; using Content.Shared.Chemistry.Reagent; using Content.Shared.FixedPoint; using Content.Shared.Physics; using Content.Shared.Throwing; using Content.Shared.Chemistry.EntitySystems; using JetBrains.Annotations; using Robust.Shared.Map; using Robust.Shared.Map.Components; using Robust.Shared.Physics.Components; using Robust.Shared.Physics.Events; using Robust.Shared.Physics.Systems; using Robust.Shared.Prototypes; using Robust.Shared.Spawners; using System.Numerics; namespace Content.Server.Chemistry.EntitySystems { [UsedImplicitly] internal sealed class VaporSystem : EntitySystem { [Dependency] private readonly IPrototypeManager _protoManager = default!; [Dependency] private readonly SharedMapSystem _map = default!; [Dependency] private readonly SharedPhysicsSystem _physics = default!; [Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!; [Dependency] private readonly ThrowingSystem _throwing = default!; [Dependency] private readonly ReactiveSystem _reactive = default!; [Dependency] private readonly SharedTransformSystem _transformSystem = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(HandleCollide); } private void HandleCollide(Entity entity, ref StartCollideEvent args) { if (!TryComp(entity.Owner, out SolutionContainerManagerComponent? contents)) return; foreach (var (_, soln) in _solutionContainerSystem.EnumerateSolutions((entity.Owner, contents))) { var solution = soln.Comp.Solution; _reactive.DoEntityReaction(args.OtherEntity, solution, ReactionMethod.Touch); } // Check for collision with a impassable object (e.g. wall) and stop if ((args.OtherFixture.CollisionLayer & (int)CollisionGroup.Impassable) != 0 && args.OtherFixture.Hard) { QueueDel(entity); } } public void Start(Entity vapor, TransformComponent vaporXform, Vector2 dir, float speed, MapCoordinates target, float aliveTime, EntityUid? user = null) { vapor.Comp.Active = true; var despawn = EnsureComp(vapor); despawn.Lifetime = aliveTime; // Set Move if (TryComp(vapor, out PhysicsComponent? physics)) { _physics.SetLinearDamping(vapor, physics, 0f); _physics.SetAngularDamping(vapor, physics, 0f); _throwing.TryThrow(vapor, dir, speed, user: user); var distance = (target.Position - _transformSystem.GetWorldPosition(vaporXform)).Length(); var time = (distance / physics.LinearVelocity.Length()); despawn.Lifetime = MathF.Min(aliveTime, time); } } internal bool TryAddSolution(Entity vapor, Solution solution) { if (solution.Volume == 0) { return false; } if (!_solutionContainerSystem.TryGetSolution(vapor.Owner, VaporComponent.SolutionName, out var vaporSolution)) { return false; } return _solutionContainerSystem.TryAddSolution(vaporSolution.Value, solution); } public override void Update(float frameTime) { base.Update(frameTime); // Enumerate over all VaporComponents var query = EntityQueryEnumerator(); while (query.MoveNext(out var uid, out var vaporComp, out var container, out var xform)) { // Return early if we're not active if (!vaporComp.Active) continue; // Get the current location of the vapor entity first if (TryComp(xform.GridUid, out MapGridComponent? gridComp)) { var tile = _map.GetTileRef(xform.GridUid.Value, gridComp, xform.Coordinates); // Check if the tile is a tile we've reacted with previously. If so, skip it. // If we have no previous tile reference, we don't return so we can save one. if (vaporComp.PreviousTileRef != null && tile == vaporComp.PreviousTileRef) continue; // Enumerate over all the reagents in the vapor entity solution foreach (var (_, soln) in _solutionContainerSystem.EnumerateSolutions((uid, container))) { // Iterate over the reagents in the solution // Reason: Each reagent in our solution may have a unique TileReaction // In this instance, we check individually for each reagent's TileReaction // This is not doing chemical reactions! var contents = soln.Comp.Solution; foreach (var reagentQuantity in contents.Contents.ToArray()) { // Check if the reagent is empty if (reagentQuantity.Quantity == FixedPoint2.Zero) continue; var reagent = _protoManager.Index(reagentQuantity.Reagent.Prototype); // Limit the reaction amount to a minimum value to ensure no floating point funnies. // Ex: A solution with a low percentage transfer amount will slowly approach 0.01... and never get deleted var clampedAmount = Math.Max( (float)reagentQuantity.Quantity * vaporComp.TransferAmountPercentage, vaporComp.MinimumTransferAmount); // Preform the reagent's TileReaction var reaction = reagent.ReactionTile(tile, clampedAmount, EntityManager, reagentQuantity.Reagent.Data); if (reaction > reagentQuantity.Quantity) reaction = reagentQuantity.Quantity; _solutionContainerSystem.RemoveReagent(soln, reagentQuantity.Reagent, reaction); } // Delete the vapor entity if it has no contents if (contents.Volume == 0) QueueDel(uid); } // Set the previous tile reference to the current tile vaporComp.PreviousTileRef = tile; } } } } }