using Content.Server.Administration.Logs;
using Content.Server.DoAfter;
using Content.Server.Fluids.Components;
using Content.Server.Spreader;
using Content.Shared.Chemistry;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.EntitySystems;
using Content.Shared.Chemistry.Reaction;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Database;
using Content.Shared.Effects;
using Content.Shared.Examine;
using Content.Shared.FixedPoint;
using Content.Shared.Fluids;
using Content.Shared.Fluids.Components;
using Content.Shared.Friction;
using Content.Shared.IdentityManagement;
using Content.Shared.Maps;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Popups;
using Content.Shared.Slippery;
using Content.Shared.StepTrigger.Components;
using Content.Shared.StepTrigger.Systems;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Maps;
using Content.Shared.Effects;
using Robust.Server.Audio;
namespace Content.Server.Fluids.EntitySystems;
///
/// Handles solutions on floors. Also handles the spreader logic for where the solution overflows a specified volume.
///
public sealed partial class PuddleSystem : SharedPuddleSystem
{
[Dependency] private readonly IAdminLogManager _adminLogger= default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly ITileDefinitionManager _tileDefMan = default!;
[Dependency] private readonly AudioSystem _audio = default!;
[Dependency] private readonly DoAfterSystem _doAfterSystem = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly ReactiveSystem _reactive = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedColorFlashEffectSystem _color = default!;
[Dependency] private readonly SharedPopupSystem _popups = default!;
[Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!;
[Dependency] private readonly StepTriggerSystem _stepTrigger = default!;
[Dependency] private readonly SlowContactsSystem _slowContacts = default!;
[Dependency] private readonly TileFrictionController _tile = default!;
[ValidatePrototypeId]
private const string Blood = "Blood";
[ValidatePrototypeId]
private const string Slime = "Slime";
[ValidatePrototypeId]
private const string CopperBlood = "CopperBlood";
private static string[] _standoutReagents = new[] { Blood, Slime, CopperBlood };
public static float PuddleVolume = 1000;
// Using local deletion queue instead of the standard queue so that we can easily "undelete" if a puddle
// loses & then gains reagents in a single tick.
private HashSet _deletionQueue = new();
/*
* TODO: Need some sort of way to do blood slash / vomit solution spill on its own
* This would then evaporate into the puddle tile below
*/
///
public override void Initialize()
{
base.Initialize();
// Shouldn't need re-anchoring.
SubscribeLocalEvent(OnAnchorChanged);
SubscribeLocalEvent(HandlePuddleExamined);
SubscribeLocalEvent(OnSolutionUpdate);
SubscribeLocalEvent(OnPuddleInit);
SubscribeLocalEvent(OnPuddleSpread);
SubscribeLocalEvent(OnPuddleSlip);
SubscribeLocalEvent(OnEvaporationMapInit);
InitializeSpillable();
InitializeTransfers();
}
private void OnPuddleSpread(EntityUid uid, PuddleComponent component, ref SpreadNeighborsEvent args)
{
var overflow = GetOverflowSolution(uid, component);
if (overflow.Volume == FixedPoint2.Zero)
{
RemCompDeferred(uid);
return;
}
var puddleQuery = GetEntityQuery();
// For overflows, we never go to a fully evaporative tile just to avoid continuously having to mop it.
// First we overflow to neighbors with overflow capacity
if (args.Neighbors.Count > 0)
{
_random.Shuffle(args.Neighbors);
// Overflow to neighbors with remaining space.
foreach (var neighbor in args.Neighbors)
{
if (!puddleQuery.TryGetComponent(neighbor, out var puddle) ||
!_solutionContainerSystem.TryGetSolution(neighbor, puddle.SolutionName, out var neighborSolution) ||
CanFullyEvaporate(neighborSolution))
{
continue;
}
var remaining = puddle.OverflowVolume - neighborSolution.Volume;
if (remaining <= FixedPoint2.Zero)
continue;
var split = overflow.SplitSolution(remaining);
if (!_solutionContainerSystem.TryAddSolution(neighbor, neighborSolution, split))
continue;
args.Updates--;
EnsureComp(neighbor);
if (args.Updates <= 0)
break;
}
if (overflow.Volume == FixedPoint2.Zero)
{
RemCompDeferred(uid);
return;
}
}
// Then we go to free tiles.
// Need to go even if we have a little remainder to avoid solution sploshing around internally
// for ages.
if (args.NeighborFreeTiles.Count > 0 && args.Updates > 0)
{
_random.Shuffle(args.NeighborFreeTiles);
var spillAmount = overflow.Volume / args.NeighborFreeTiles.Count;
foreach (var neighbor in args.NeighborFreeTiles)
{
var split = overflow.SplitSolution(spillAmount);
TrySpillAt(neighbor.Grid.GridTileToLocal(neighbor.Tile), split, out _, false);
args.Updates--;
if (args.Updates <= 0)
break;
}
RemCompDeferred(uid);
return;
}
// Then we go to anything else.
if (overflow.Volume > FixedPoint2.Zero && args.Neighbors.Count > 0 && args.Updates > 0)
{
var spillPerNeighbor = overflow.Volume / args.Neighbors.Count;
foreach (var neighbor in args.Neighbors)
{
// Overflow to neighbours (unless it's pure water)
if (!puddleQuery.TryGetComponent(neighbor, out var puddle) ||
!_solutionContainerSystem.TryGetSolution(neighbor, puddle.SolutionName, out var neighborSolution) ||
CanFullyEvaporate(neighborSolution))
{
continue;
}
var split = overflow.SplitSolution(spillPerNeighbor);
if (!_solutionContainerSystem.TryAddSolution(neighbor, neighborSolution, split))
continue;
EnsureComp(neighbor);
args.Updates--;
if (args.Updates <= 0)
break;
}
}
// Add the remainder back
if (_solutionContainerSystem.TryGetSolution(uid, component.SolutionName, out var puddleSolution))
{
_solutionContainerSystem.TryAddSolution(uid, puddleSolution, overflow);
}
}
private void OnPuddleSlip(EntityUid uid, PuddleComponent component, ref SlipEvent args)
{
// Reactive entities have a chance to get a touch reaction from slipping on a puddle
// (i.e. it is implied they fell face first onto it or something)
if (!HasComp(args.Slipped))
return;
// Eventually probably have some system of 'body coverage' to tweak the probability but for now just 0.5
// (implying that spacemen have a 50% chance to either land on their ass or their face)
if (!_random.Prob(0.5f))
return;
if (!_solutionContainerSystem.TryGetSolution(uid, component.SolutionName, out var solution))
return;
_popups.PopupEntity(Loc.GetString("puddle-component-slipped-touch-reaction", ("puddle", uid)),
args.Slipped, args.Slipped, PopupType.SmallCaution);
// Take 15% of the puddle solution
var splitSol = _solutionContainerSystem.SplitSolution(uid, solution, solution.Volume * 0.15f);
_reactive.DoEntityReaction(args.Slipped, splitSol, ReactionMethod.Touch);
}
///
public override void Update(float frameTime)
{
base.Update(frameTime);
foreach (var ent in _deletionQueue)
{
Del(ent);
}
_deletionQueue.Clear();
TickEvaporation();
}
private void OnPuddleInit(EntityUid uid, PuddleComponent component, ComponentInit args)
{
_solutionContainerSystem.EnsureSolution(uid, component.SolutionName, FixedPoint2.New(PuddleVolume), out _);
}
private void OnSolutionUpdate(EntityUid uid, PuddleComponent component, SolutionChangedEvent args)
{
if (args.Solution.Name != component.SolutionName)
return;
if (args.Solution.Volume <= 0)
{
_deletionQueue.Add(uid);
return;
}
_deletionQueue.Remove(uid);
UpdateSlip(uid, component, args.Solution);
UpdateSlow(uid, args.Solution);
UpdateEvaporation(uid, args.Solution);
UpdateAppearance(uid, component);
}
private void UpdateAppearance(EntityUid uid, PuddleComponent? puddleComponent = null, AppearanceComponent? appearance = null)
{
if (!Resolve(uid, ref puddleComponent, ref appearance, false))
{
return;
}
var volume = FixedPoint2.Zero;
Color color = Color.White;
if (_solutionContainerSystem.TryGetSolution(uid, puddleComponent.SolutionName, out var solution))
{
volume = solution.Volume / puddleComponent.OverflowVolume;
// Make blood stand out more
// Kinda EH
// Could potentially do alpha per-solution but future problem.
color = solution.GetColorWithout(_prototypeManager, _standoutReagents);
color = color.WithAlpha(0.7f);
foreach (var standout in _standoutReagents)
{
var quantity = solution.GetTotalPrototypeQuantity(standout);
if (quantity <= FixedPoint2.Zero)
continue;
var interpolateValue = quantity.Float() / solution.Volume.Float();
color = Color.InterpolateBetween(color, _prototypeManager.Index(standout).SubstanceColor, interpolateValue);
}
}
_appearance.SetData(uid, PuddleVisuals.CurrentVolume, volume.Float(), appearance);
_appearance.SetData(uid, PuddleVisuals.SolutionColor, color, appearance);
}
private void UpdateSlip(EntityUid entityUid, PuddleComponent component, Solution solution)
{
var isSlippery = false;
// The base sprite is currently at 0.3 so we require at least 2nd tier to be slippery or else it's too hard to see.
var amountRequired = FixedPoint2.New(component.OverflowVolume.Float() * LowThreshold);
var slipperyAmount = FixedPoint2.Zero;
foreach (var (reagent, quantity) in solution.Contents)
{
var reagentProto = _prototypeManager.Index(reagent.Prototype);
if (reagentProto.Slippery)
{
slipperyAmount += quantity;
if (slipperyAmount > amountRequired)
{
isSlippery = true;
break;
}
}
}
if (isSlippery)
{
var comp = EnsureComp(entityUid);
_stepTrigger.SetActive(entityUid, true, comp);
var friction = EnsureComp(entityUid);
_tile.SetModifier(entityUid, TileFrictionController.DefaultFriction * 0.5f, friction);
}
else if (TryComp(entityUid, out var comp))
{
_stepTrigger.SetActive(entityUid, false, comp);
RemCompDeferred(entityUid);
}
}
private void UpdateSlow(EntityUid uid, Solution solution)
{
var maxViscosity = 0f;
foreach (var (reagent, _) in solution.Contents)
{
var reagentProto = _prototypeManager.Index(reagent.Prototype);
maxViscosity = Math.Max(maxViscosity, reagentProto.Viscosity);
}
if (maxViscosity > 0)
{
var comp = EnsureComp(uid);
var speed = 1 - maxViscosity;
_slowContacts.ChangeModifiers(uid, speed, comp);
}
else
{
RemComp(uid);
}
}
private void HandlePuddleExamined(EntityUid uid, PuddleComponent component, ExaminedEvent args)
{
if (TryComp(uid, out var slippery) && slippery.Active)
{
args.PushMarkup(Loc.GetString("puddle-component-examine-is-slipper-text"));
}
if (HasComp(uid))
{
if (_solutionContainerSystem.TryGetSolution(uid, component.SolutionName, out var solution) &&
CanFullyEvaporate(solution))
{
args.PushMarkup(Loc.GetString("puddle-component-examine-evaporating"));
}
else if (solution?.GetTotalPrototypeQuantity(EvaporationReagents) > FixedPoint2.Zero)
{
args.PushMarkup(Loc.GetString("puddle-component-examine-evaporating-partial"));
}
else
{
args.PushMarkup(Loc.GetString("puddle-component-examine-evaporating-no"));
}
}
else
{
args.PushMarkup(Loc.GetString("puddle-component-examine-evaporating-no"));
}
}
private void OnAnchorChanged(EntityUid uid, PuddleComponent puddle, ref AnchorStateChangedEvent args)
{
if (!args.Anchored)
QueueDel(uid);
}
///
/// Gets the current volume of the given puddle, which may not necessarily be PuddleVolume.
///
public FixedPoint2 CurrentVolume(EntityUid uid, PuddleComponent? puddleComponent = null)
{
if (!Resolve(uid, ref puddleComponent))
return FixedPoint2.Zero;
return _solutionContainerSystem.TryGetSolution(uid, puddleComponent.SolutionName,
out var solution)
? solution.Volume
: FixedPoint2.Zero;
}
///
/// Try to add solution to .
///
/// Puddle to which we add
/// Solution that is added to puddleComponent
/// Play sound on overflow
/// Overflow on encountered values
/// Optional resolved PuddleComponent
///
public bool TryAddSolution(EntityUid puddleUid,
Solution addedSolution,
bool sound = true,
bool checkForOverflow = true,
PuddleComponent? puddleComponent = null)
{
if (!Resolve(puddleUid, ref puddleComponent))
return false;
if (addedSolution.Volume == 0 ||
!_solutionContainerSystem.TryGetSolution(puddleUid, puddleComponent.SolutionName,
out var solution))
{
return false;
}
solution.AddSolution(addedSolution, _prototypeManager);
_solutionContainerSystem.UpdateChemicals(puddleUid, solution, true);
if (checkForOverflow && IsOverflowing(puddleUid, puddleComponent))
{
EnsureComp(puddleUid);
}
if (!sound)
{
return true;
}
_audio.PlayPvs(puddleComponent.SpillSound, puddleUid);
return true;
}
///
/// Whether adding this solution to this puddle would overflow.
///
public bool WouldOverflow(EntityUid uid, Solution solution, PuddleComponent? puddle = null)
{
if (!Resolve(uid, ref puddle))
return false;
return CurrentVolume(uid, puddle) + solution.Volume > puddle.OverflowVolume;
}
///
/// Whether adding this solution to this puddle would overflow.
///
private bool IsOverflowing(EntityUid uid, PuddleComponent? puddle = null)
{
if (!Resolve(uid, ref puddle))
return false;
return CurrentVolume(uid, puddle) > puddle.OverflowVolume;
}
///
/// Gets the solution amount above the overflow threshold for the puddle.
///
public Solution GetOverflowSolution(EntityUid uid, PuddleComponent? puddle = null)
{
if (!Resolve(uid, ref puddle) || !_solutionContainerSystem.TryGetSolution(uid, puddle.SolutionName,
out var solution))
{
return new Solution(0);
}
// TODO: This is going to fail with struct solutions.
var remaining = puddle.OverflowVolume;
var split = _solutionContainerSystem.SplitSolution(uid, solution, CurrentVolume(uid, puddle) - remaining);
return split;
}
#region Spill
///
/// First splashes reagent on reactive entities near the spilling entity, then spills the rest regularly to a
/// puddle. This is intended for 'destructive' spills, like when entities are destroyed or thrown.
///
public bool TrySplashSpillAt(EntityUid uid,
EntityCoordinates coordinates,
Solution solution,
out EntityUid puddleUid,
bool sound = true,
EntityUid? user = null)
{
puddleUid = EntityUid.Invalid;
if (solution.Volume == 0)
return false;
var targets = new List();
var reactive = new HashSet>();
_lookup.GetEntitiesInRange(coordinates, 1.0f, reactive);
// Get reactive entities nearby--if there are some, it'll spill a bit on them instead.
foreach (var ent in reactive)
{
// sorry! no overload for returning uid, so .owner must be used
var owner = ent.Owner;
// between 5 and 30%
var splitAmount = solution.Volume * _random.NextFloat(0.05f, 0.30f);
var splitSolution = solution.SplitSolution(splitAmount);
if (user != null)
{
_adminLogger.Add(LogType.Landed,
$"{ToPrettyString(user.Value):user} threw {ToPrettyString(uid):entity} which splashed a solution {SolutionContainerSystem.ToPrettyString(solution):solution} onto {ToPrettyString(owner):target}");
}
targets.Add(owner);
_reactive.DoEntityReaction(owner, splitSolution, ReactionMethod.Touch);
_popups.PopupEntity(Loc.GetString("spill-land-spilled-on-other", ("spillable", uid), ("target", Identity.Entity(owner, EntityManager))), owner, PopupType.SmallCaution);
}
_color.RaiseEffect(solution.GetColor(_prototypeManager), targets, Filter.Pvs(uid, entityManager: EntityManager));
return TrySpillAt(coordinates, solution, out puddleUid, sound);
}
///
/// Spills solution at the specified coordinates.
/// Will add to an existing puddle if present or create a new one if not.
///
public bool TrySpillAt(EntityCoordinates coordinates, Solution solution, out EntityUid puddleUid, bool sound = true)
{
if (solution.Volume == 0)
{
puddleUid = EntityUid.Invalid;
return false;
}
if (!_mapManager.TryGetGrid(coordinates.GetGridUid(EntityManager), out var mapGrid))
{
puddleUid = EntityUid.Invalid;
return false;
}
return TrySpillAt(mapGrid.GetTileRef(coordinates), solution, out puddleUid, sound);
}
///
///
///
public bool TrySpillAt(EntityUid uid, Solution solution, out EntityUid puddleUid, bool sound = true, TransformComponent? transformComponent = null)
{
if (!Resolve(uid, ref transformComponent, false))
{
puddleUid = EntityUid.Invalid;
return false;
}
return TrySpillAt(transformComponent.Coordinates, solution, out puddleUid, sound: sound);
}
///
///
///
public bool TrySpillAt(TileRef tileRef, Solution solution, out EntityUid puddleUid, bool sound = true, bool tileReact = true)
{
if (solution.Volume <= 0)
{
puddleUid = EntityUid.Invalid;
return false;
}
// If space return early, let that spill go out into the void
if (tileRef.Tile.IsEmpty || tileRef.IsSpace(_tileDefMan))
{
puddleUid = EntityUid.Invalid;
return false;
}
// Let's not spill to invalid grids.
var gridId = tileRef.GridUid;
if (!_mapManager.TryGetGrid(gridId, out var mapGrid))
{
puddleUid = EntityUid.Invalid;
return false;
}
if (tileReact)
{
// First, do all tile reactions
DoTileReactions(tileRef, solution);
}
// Tile reactions used up everything.
if (solution.Volume == FixedPoint2.Zero)
{
puddleUid = EntityUid.Invalid;
return false;
}
// Get normalized co-ordinate for spill location and spill it in the centre
// TODO: Does SnapGrid or something else already do this?
var anchored = mapGrid.GetAnchoredEntitiesEnumerator(tileRef.GridIndices);
var puddleQuery = GetEntityQuery();
var sparklesQuery = GetEntityQuery();
while (anchored.MoveNext(out var ent))
{
// If there's existing sparkles then delete it
if (sparklesQuery.TryGetComponent(ent, out var sparkles))
{
QueueDel(ent.Value);
continue;
}
if (!puddleQuery.TryGetComponent(ent, out var puddle))
continue;
if (TryAddSolution(ent.Value, solution, sound, puddleComponent: puddle))
{
EnsureComp(ent.Value);
}
puddleUid = ent.Value;
return true;
}
var coords = mapGrid.GridTileToLocal(tileRef.GridIndices);
puddleUid = EntityManager.SpawnEntity("Puddle", coords);
EnsureComp(puddleUid);
if (TryAddSolution(puddleUid, solution, sound))
{
EnsureComp(puddleUid);
}
return true;
}
#endregion
public void DoTileReactions(TileRef tileRef, Solution solution)
{
for (var i = solution.Contents.Count - 1; i >= 0; i--)
{
var (reagent, quantity) = solution.Contents[i];
var proto = _prototypeManager.Index(reagent.Prototype);
var removed = proto.ReactionTile(tileRef, quantity);
if (removed <= FixedPoint2.Zero)
continue;
solution.RemoveReagent(reagent, removed);
}
}
///
/// Tries to get the relevant puddle entity for a tile.
///
public bool TryGetPuddle(TileRef tile, out EntityUid puddleUid)
{
puddleUid = EntityUid.Invalid;
if (!TryComp(tile.GridUid, out var grid))
return false;
var anc = grid.GetAnchoredEntitiesEnumerator(tile.GridIndices);
var puddleQuery = GetEntityQuery();
while (anc.MoveNext(out var ent))
{
if (!puddleQuery.HasComponent(ent.Value))
continue;
puddleUid = ent.Value;
return true;
}
return false;
}
}