using System.Linq;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.EntitySystems;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.DoAfter;
using Content.Shared.DragDrop;
using Content.Shared.Examine;
using Content.Shared.FixedPoint;
using Content.Shared.Fluids.Components;
using Content.Shared.Movement.Events;
using Content.Shared.StepTrigger.Components;
using Robust.Shared.Containers;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
namespace Content.Shared.Fluids;
public abstract partial class SharedPuddleSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
private string[] _standoutReagents = [];
///
/// The lowest threshold to be considered for puddle sprite states as well as slipperiness of a puddle.
///
public const float LowThreshold = 0.3f;
public const float MediumThreshold = 0.6f;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnRefillableCanDrag);
SubscribeLocalEvent(OnDumpCanDropTarget);
SubscribeLocalEvent(OnDrainCanDropTarget);
SubscribeLocalEvent(OnRefillableCanDropDragged);
SubscribeLocalEvent(OnSolutionUpdate);
SubscribeLocalEvent(OnGetFootstepSound);
SubscribeLocalEvent(HandlePuddleExamined);
SubscribeLocalEvent(OnEntRemoved);
SubscribeLocalEvent(OnPrototypesReloaded);
CacheStandsout();
InitializeSpillable();
}
private void OnPrototypesReloaded(PrototypesReloadedEventArgs ev)
{
if (ev.WasModified())
CacheStandsout();
}
///
/// Used to cache standout reagents for future use.
///
private void CacheStandsout()
{
_standoutReagents = [.. _prototypeManager.EnumeratePrototypes().Where(x => x.Standsout).Select(x => x.ID)];
}
protected virtual void OnSolutionUpdate(Entity entity, ref SolutionContainerChangedEvent args)
{
if (args.SolutionId != entity.Comp.SolutionName)
return;
UpdateAppearance((entity, entity.Comp));
}
private void OnRefillableCanDrag(Entity entity, ref CanDragEvent args)
{
args.Handled = true;
}
private void OnDumpCanDropTarget(Entity entity, ref CanDropTargetEvent args)
{
if (HasComp(args.Dragged))
{
args.CanDrop = true;
args.Handled = true;
}
}
private void OnDrainCanDropTarget(Entity entity, ref CanDropTargetEvent args)
{
if (HasComp(args.Dragged))
{
args.CanDrop = true;
args.Handled = true;
}
}
private void OnRefillableCanDropDragged(Entity entity, ref CanDropDraggedEvent args)
{
if (!HasComp(args.Target) && !HasComp(args.Target))
return;
args.CanDrop = true;
args.Handled = true;
}
private void OnGetFootstepSound(Entity entity, ref GetFootstepSoundEvent args)
{
if (!_solutionContainerSystem.ResolveSolution(entity.Owner, entity.Comp.SolutionName, ref entity.Comp.Solution,
out var solution))
return;
var reagentId = solution.GetPrimaryReagentId();
if (!string.IsNullOrWhiteSpace(reagentId?.Prototype)
&& _prototypeManager.TryIndex(reagentId.Value.Prototype, out ReagentPrototype? proto))
{
args.Sound = proto.FootstepSound;
}
}
private void HandlePuddleExamined(Entity entity, ref ExaminedEvent args)
{
using (args.PushGroup(nameof(PuddleComponent)))
{
if (TryComp(entity, out var slippery) && slippery.Active)
{
args.PushMarkup(Loc.GetString("puddle-component-examine-is-slippery-text"));
}
if (HasComp(entity) &&
_solutionContainerSystem.ResolveSolution(entity.Owner, entity.Comp.SolutionName,
ref entity.Comp.Solution, out var solution))
{
if (CanFullyEvaporate(solution))
args.PushMarkup(Loc.GetString("puddle-component-examine-evaporating"));
else if (solution.GetTotalPrototypeQuantity(GetEvaporatingReagents(solution)) > 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"));
}
}
// Workaround for https://github.com/space-wizards/space-station-14/pull/35314
private void OnEntRemoved(Entity ent, ref EntRemovedFromContainerMessage args)
{
// Make sure the removed entity was our contained solution and clear our cached reference
if (args.Entity == ent.Comp.Solution?.Owner)
ent.Comp.Solution = null;
}
private void UpdateAppearance(Entity ent)
{
var (uid, puddle, appearance) = ent;
if (!Resolve(ent, ref puddle, ref appearance))
return;
var volume = FixedPoint2.Zero;
var color = Color.White;
if (_solutionContainerSystem.ResolveSolution(uid,
puddle.SolutionName,
ref puddle.Solution,
out var solution))
{
volume = solution.Volume / puddle.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(ent, PuddleVisuals.CurrentVolume, volume.Float(), appearance);
_appearance.SetData(ent, PuddleVisuals.SolutionColor, color, appearance);
}
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, EntityManager, reagent.Data);
if (removed <= FixedPoint2.Zero)
continue;
solution.RemoveReagent(reagent, removed);
}
}
#region Spill
// These methods are in Shared to make it easier to interact with PuddleSystem in Shared code.
// Note that they always fail when run on the client, not creating a puddle and returning false.
// Adding proper prediction to this system would require spawning temporary puddle entities on the
// client and replacing or merging them with the ones spawned by the server when the client goes to
// replicate those, and I am not enough of a wizard to attempt implementing that.
///
/// 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.
///
///
/// On the client, this will always set to and return false.
///
public abstract bool TrySplashSpillAt(EntityUid uid,
EntityCoordinates coordinates,
Solution solution,
out EntityUid puddleUid,
bool sound = true,
EntityUid? user = null);
///
/// Spills solution at the specified coordinates.
/// Will add to an existing puddle if present or create a new one if not.
///
///
/// On the client, this will always set to and return false.
///
public abstract bool TrySpillAt(EntityCoordinates coordinates, Solution solution, out EntityUid puddleUid, bool sound = true);
///
///
///
///
/// On the client, this will always set to and return false.
///
public abstract bool TrySpillAt(EntityUid uid, Solution solution, out EntityUid puddleUid, bool sound = true,
TransformComponent? transformComponent = null);
///
///
///
///
/// On the client, this will always set to and return false.
///
public abstract bool TrySpillAt(TileRef tileRef, Solution solution, out EntityUid puddleUid, bool sound = true,
bool tileReact = true);
#endregion Spill
}