using System;
using Content.Server.GameObjects.Components.Chemistry;
using Content.Server.GameObjects.Components.Sound;
using Content.Server.GameObjects.EntitySystems;
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;
Solution solution;
if (eventArgs.Target == null)
{
if (CurrentVolume <= 0)
{
return;
}
// Drop the liquid on the mop on to the ground I guess? Potentially change by design
// Maybe even use a toggle mode instead of "Pickup" and "dropoff"
solution = _contents.SplitSolution(CurrentVolume);
SpillHelper.SpillAt(eventArgs.ClickLocation, solution, "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, MaxVolume - CurrentVolume);
if (transferAmount == 0)
{
return;
}
solution = puddleComponent.SplitSolution(transferAmount);
// Probably don't recolor a mop? Could work, if we layered it maybe
if (!_contents.TryAddSolution(solution, false, true))
{
// I can't imagine why this would happen
throw new InvalidOperationException();
}
// 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().Play(_pickupSound, Owner);
}
}
}