using Content.Server.Administration.Logs; using Content.Server.Body.Systems; using Content.Shared.EntityEffects.Effects; using Content.Server.Spreader; using Content.Shared.Body.Components; 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.FixedPoint; using Content.Shared.Smoking; using Robust.Server.GameObjects; using Robust.Shared.Map.Components; using Robust.Shared.Physics; using Robust.Shared.Physics.Components; using Robust.Shared.Physics.Events; using Robust.Shared.Physics.Systems; using Robust.Shared.Prototypes; using Robust.Shared.Random; using Robust.Shared.Timing; using System.Linq; using TimedDespawnComponent = Robust.Shared.Spawners.TimedDespawnComponent; namespace Content.Server.Fluids.EntitySystems; /// /// Handles non-atmos solution entities similar to puddles. /// public sealed class SmokeSystem : EntitySystem { // If I could do it all again this could probably use a lot more of puddles. [Dependency] private readonly IAdminLogManager _logger = default!; [Dependency] private readonly IGameTiming _timing = default!; [Dependency] private readonly SharedMapSystem _map = default!; [Dependency] private readonly IPrototypeManager _prototype = default!; [Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly AppearanceSystem _appearance = default!; [Dependency] private readonly BloodstreamSystem _blood = default!; [Dependency] private readonly InternalsSystem _internals = default!; [Dependency] private readonly ReactiveSystem _reactive = default!; [Dependency] private readonly SharedBroadphaseSystem _broadphase = default!; [Dependency] private readonly SharedPhysicsSystem _physics = default!; [Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!; private EntityQuery _smokeQuery; private EntityQuery _smokeAffectedQuery; /// public override void Initialize() { base.Initialize(); _smokeQuery = GetEntityQuery(); _smokeAffectedQuery = GetEntityQuery(); SubscribeLocalEvent(OnStartCollide); SubscribeLocalEvent(OnEndCollide); SubscribeLocalEvent(OnReactionAttempt); SubscribeLocalEvent>(OnReactionAttempt); SubscribeLocalEvent(OnSmokeSpread); } /// public override void Update(float frameTime) { base.Update(frameTime); var query = EntityQueryEnumerator(); var curTime = _timing.CurTime; while (query.MoveNext(out var uid, out var smoke)) { if (curTime < smoke.NextSecond) continue; smoke.NextSecond += TimeSpan.FromSeconds(1); SmokeReact(uid, smoke.SmokeEntity); } } private void OnStartCollide(Entity entity, ref StartCollideEvent args) { if (_smokeAffectedQuery.HasComponent(args.OtherEntity)) return; var smokeAffected = AddComp(args.OtherEntity); smokeAffected.SmokeEntity = entity; smokeAffected.NextSecond = _timing.CurTime + TimeSpan.FromSeconds(1); } private void OnEndCollide(Entity entity, ref EndCollideEvent args) { // if we are already in smoke, make sure the thing we are exiting is the current smoke we are in. if (_smokeAffectedQuery.TryGetComponent(args.OtherEntity, out var smokeAffectedComponent)) { if (smokeAffectedComponent.SmokeEntity != entity.Owner) return; } var exists = Exists(entity); if (!TryComp(args.OtherEntity, out var body)) return; foreach (var ent in _physics.GetContactingEntities(args.OtherEntity, body)) { if (exists && ent == entity.Owner) continue; if (!_smokeQuery.HasComponent(ent)) continue; smokeAffectedComponent ??= EnsureComp(args.OtherEntity); smokeAffectedComponent.SmokeEntity = ent; return; // exit the function so we don't remove the component. } if (smokeAffectedComponent != null) RemComp(args.OtherEntity, smokeAffectedComponent); } private void OnSmokeSpread(Entity entity, ref SpreadNeighborsEvent args) { if (entity.Comp.SpreadAmount == 0 || !_solutionContainerSystem.ResolveSolution(entity.Owner, SmokeComponent.SolutionName, ref entity.Comp.Solution, out var solution)) { RemCompDeferred(entity); return; } if (Prototype(entity) is not { } prototype) { RemCompDeferred(entity); return; } if (args.NeighborFreeTiles.Count == 0) return; TryComp(entity, out var timer); // wtf is the logic behind any of this. var smokePerSpread = entity.Comp.SpreadAmount / Math.Max(1, args.NeighborFreeTiles.Count); foreach (var neighbor in args.NeighborFreeTiles) { var coords = _map.GridTileToLocal(neighbor.Tile.GridUid, neighbor.Grid, neighbor.Tile.GridIndices); var ent = Spawn(prototype.ID, coords); var spreadAmount = Math.Max(0, smokePerSpread); entity.Comp.SpreadAmount -= args.NeighborFreeTiles.Count; StartSmoke(ent, solution.Clone(), timer?.Lifetime ?? entity.Comp.Duration, spreadAmount); if (entity.Comp.SpreadAmount == 0) { RemCompDeferred(entity); break; } } args.Updates--; if (args.NeighborFreeTiles.Count > 0 || args.Neighbors.Count == 0 || entity.Comp.SpreadAmount < 1) return; // We have no more neighbours to spread to. So instead we will randomly distribute our volume to neighbouring smoke tiles. var smokeQuery = GetEntityQuery(); _random.Shuffle(args.Neighbors); foreach (var neighbor in args.Neighbors) { if (!smokeQuery.TryGetComponent(neighbor, out var smoke)) continue; smoke.SpreadAmount++; entity.Comp.SpreadAmount--; EnsureComp(neighbor); if (entity.Comp.SpreadAmount == 0) { RemCompDeferred(entity); break; } } } private void OnReactionAttempt(Entity entity, ref ReactionAttemptEvent args) { if (args.Cancelled) return; // Prevent smoke/foam fork bombs (smoke creating more smoke). foreach (var effect in args.Reaction.Effects) { if (effect is AreaReactionEffect) { args.Cancelled = true; return; } } } private void OnReactionAttempt(Entity entity, ref SolutionRelayEvent args) { if (args.Name == SmokeComponent.SolutionName) OnReactionAttempt(entity, ref args.Event); } /// /// Sets up a smoke component for spreading. /// public void StartSmoke(EntityUid uid, Solution solution, float duration, int spreadAmount, SmokeComponent? component = null) { if (!Resolve(uid, ref component)) return; component.SpreadAmount = spreadAmount; component.Duration = duration; component.TransferRate = solution.Volume / duration; TryAddSolution(uid, solution); Dirty(uid, component); EnsureComp(uid); if (TryComp(uid, out var body) && TryComp(uid, out var fixtures)) { var xform = Transform(uid); _physics.SetBodyType(uid, BodyType.Dynamic, fixtures, body, xform); _physics.SetCanCollide(uid, true, manager: fixtures, body: body); _broadphase.RegenerateContacts((uid, body, fixtures, xform)); } var timer = EnsureComp(uid); timer.Lifetime = duration; // The tile reaction happens here because it only occurs once. ReactOnTile(uid, component); } /// /// Does the relevant smoke reactions for an entity. /// public void SmokeReact(EntityUid entity, EntityUid smokeUid, SmokeComponent? component = null) { if (!Resolve(smokeUid, ref component)) return; if (!_solutionContainerSystem.ResolveSolution(smokeUid, SmokeComponent.SolutionName, ref component.Solution, out var solution) || solution.Contents.Count == 0) { return; } ReactWithEntity(entity, smokeUid, solution, component); UpdateVisuals((smokeUid, component)); } private void ReactWithEntity(EntityUid entity, EntityUid smokeUid, Solution solution, SmokeComponent? component = null) { if (!Resolve(smokeUid, ref component)) return; if (!TryComp(entity, out var bloodstream)) return; if (!_solutionContainerSystem.ResolveSolution(entity, bloodstream.ChemicalSolutionName, ref bloodstream.ChemicalSolution, out var chemSolution) || chemSolution.AvailableVolume <= 0) return; var blockIngestion = _internals.AreInternalsWorking(entity); var cloneSolution = solution.Clone(); var availableTransfer = FixedPoint2.Min(cloneSolution.Volume, component.TransferRate); var transferAmount = FixedPoint2.Min(availableTransfer, chemSolution.AvailableVolume); var transferSolution = cloneSolution.SplitSolution(transferAmount); foreach (var reagentQuantity in transferSolution.Contents.ToArray()) { if (reagentQuantity.Quantity == FixedPoint2.Zero) continue; var reagentProto = _prototype.Index(reagentQuantity.Reagent.Prototype); _reactive.ReactionEntity(entity, ReactionMethod.Touch, reagentProto, reagentQuantity, transferSolution); if (!blockIngestion) _reactive.ReactionEntity(entity, ReactionMethod.Ingestion, reagentProto, reagentQuantity, transferSolution); } if (blockIngestion) return; if (_blood.TryAddToChemicals((entity, bloodstream), transferSolution)) { // Log solution addition by smoke _logger.Add(LogType.ForceFeed, LogImpact.Medium, $"{ToPrettyString(entity):target} ingested smoke {SharedSolutionContainerSystem.ToPrettyString(transferSolution)}"); } } private void ReactOnTile(EntityUid uid, SmokeComponent? component = null, TransformComponent? xform = null) { if (!Resolve(uid, ref component, ref xform)) return; if (!_solutionContainerSystem.ResolveSolution(uid, SmokeComponent.SolutionName, ref component.Solution, out var solution) || !solution.Any()) return; if (!TryComp(xform.GridUid, out var mapGrid)) return; var tile = _map.GetTileRef(xform.GridUid.Value, mapGrid, xform.Coordinates); foreach (var reagentQuantity in solution.Contents.ToArray()) { if (reagentQuantity.Quantity == FixedPoint2.Zero) continue; var reagent = _prototype.Index(reagentQuantity.Reagent.Prototype); reagent.ReactionTile(tile, reagentQuantity.Quantity, EntityManager, reagentQuantity.Reagent.Data); } } /// /// Adds the specified solution to the relevant smoke solution. /// private void TryAddSolution(Entity smoke, Solution solution) { if (solution.Volume == FixedPoint2.Zero) return; if (!Resolve(smoke, ref smoke.Comp)) return; if (!_solutionContainerSystem.ResolveSolution(smoke.Owner, SmokeComponent.SolutionName, ref smoke.Comp.Solution, out var solutionArea)) return; var addSolution = solution.SplitSolution(FixedPoint2.Min(solution.Volume, solutionArea.AvailableVolume)); _solutionContainerSystem.TryAddSolution(smoke.Comp.Solution.Value, addSolution); UpdateVisuals(smoke); } private void UpdateVisuals(Entity smoke) { if (!Resolve(smoke, ref smoke.Comp1, ref smoke.Comp2) || !_solutionContainerSystem.ResolveSolution(smoke.Owner, SmokeComponent.SolutionName, ref smoke.Comp1.Solution, out var solution)) return; var color = solution.GetColor(_prototype); _appearance.SetData(smoke.Owner, SmokeVisuals.Color, color, smoke.Comp2); } }