using Content.Server.Administration.Logs; using Content.Server.Chemistry.EntitySystems; using Content.Server.Fluids.Components; using Content.Server.Nutrition.Components; using Content.Shared.Chemistry.Components; using Content.Shared.Chemistry.Reagent; using Content.Shared.Clothing.Components; using Content.Shared.Database; using Content.Shared.FixedPoint; using Content.Shared.Inventory.Events; using Content.Shared.Throwing; using Content.Shared.Verbs; using JetBrains.Annotations; using Robust.Shared.Map; using Robust.Shared.Prototypes; using System.Diagnostics.CodeAnalysis; using System.Linq; using Content.Shared.Chemistry; using Content.Shared.Chemistry.Reaction; using Content.Shared.DoAfter; using Content.Shared.Examine; using Content.Shared.IdentityManagement; using Content.Shared.Popups; using Content.Shared.Spillable; using Content.Shared.Weapons.Melee; using Content.Shared.Weapons.Melee.Events; using Robust.Shared.Player; using Robust.Shared.Random; namespace Content.Server.Fluids.EntitySystems; [UsedImplicitly] public sealed class SpillableSystem : EntitySystem { [Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!; [Dependency] private readonly PuddleSystem _puddleSystem = default!; [Dependency] private readonly IMapManager _mapManager = default!; [Dependency] private readonly IPrototypeManager _prototypeManager = default!; [Dependency] private readonly EntityLookupSystem _entityLookup = default!; [Dependency] private readonly IAdminLogManager _adminLogger = default!; [Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!; [Dependency] private readonly ReactiveSystem _reactive = default!; [Dependency] private readonly SharedPopupSystem _popup = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnExamined); SubscribeLocalEvent(SpillOnLand); SubscribeLocalEvent(SplashOnMeleeHit); SubscribeLocalEvent>(AddSpillVerb); SubscribeLocalEvent(OnGotEquipped); SubscribeLocalEvent(OnSpikeOverflow); SubscribeLocalEvent(OnDoAfter); } private void OnExamined(EntityUid uid, SpillableComponent component, ExaminedEvent args) { args.PushMarkup(Loc.GetString("spill-examine-is-spillable")); if (HasComp(uid)) args.PushMarkup(Loc.GetString("spill-examine-spillable-weapon")); } private void OnSpikeOverflow(EntityUid uid, SpillableComponent component, SolutionSpikeOverflowEvent args) { if (!args.Handled) { SpillAt(args.Overflow, Transform(uid).Coordinates, "PuddleSmear"); } args.Handled = true; } private void OnGotEquipped(EntityUid uid, SpillableComponent component, GotEquippedEvent args) { if (!component.SpillWorn) return; if (!TryComp(uid, out ClothingComponent? clothing)) return; // check if entity was actually used as clothing // not just taken in pockets or something var isCorrectSlot = clothing.Slots.HasFlag(args.SlotFlags); if (!isCorrectSlot) return; if (!_solutionContainerSystem.TryGetSolution(uid, component.SolutionName, out var solution)) return; if (solution.Volume == 0) return; // spill all solution on the player var drainedSolution = _solutionContainerSystem.Drain(uid, solution, solution.Volume); SpillAt(args.Equipee, drainedSolution, "PuddleSmear"); } /// /// Spills the specified solution at the entity's location if possible. /// /// /// The entity to use as a location to spill the solution at. /// /// Initial solution for the prototype. /// The prototype to use. /// Play the spill sound. /// Whether to attempt to merge with existing puddles /// Optional Transform component /// The puddle if one was created, null otherwise. public PuddleComponent? SpillAt(EntityUid uid, Solution solution, string prototype, bool sound = true, bool combine = true, TransformComponent? transformComponent = null) { return !Resolve(uid, ref transformComponent, false) ? null : SpillAt(solution, transformComponent.Coordinates, prototype, sound: sound, combine: combine); } private void SpillOnLand(EntityUid uid, SpillableComponent component, ref LandEvent args) { if (!_solutionContainerSystem.TryGetSolution(uid, component.SolutionName, out var solution)) return; if (TryComp(uid, out var drink) && (!drink.Opened)) return; if (args.User != null) { _adminLogger.Add(LogType.Landed, $"{ToPrettyString(args.User.Value):user} threw {ToPrettyString(uid):entity} which spilled a solution {SolutionContainerSystem.ToPrettyString(solution):solution} on landing"); } var drainedSolution = _solutionContainerSystem.Drain(uid, solution, solution.Volume); SplashSpillAt(uid, drainedSolution, Transform(uid).Coordinates, "PuddleSmear"); } private void SplashOnMeleeHit(EntityUid uid, SpillableComponent component, MeleeHitEvent args) { // When attacking someone reactive with a spillable entity, // splash a little on them (touch react) // If this also has solution transfer, then assume the transfer amount is how much we want to spill. // Otherwise let's say they want to spill a quarter of its max volume. if (!_solutionContainerSystem.TryGetDrainableSolution(uid, out var solution)) return; if (TryComp(uid, out var drink) && !drink.Opened) return; var hitCount = args.HitEntities.Count; var totalSplit = FixedPoint2.Min(solution.MaxVolume * 0.25, solution.Volume); if (TryComp(uid, out var transfer)) { totalSplit = FixedPoint2.Min(transfer.TransferAmount, solution.Volume); } // a little lame, but reagent quantity is not very balanced and we don't want people // spilling like 100u of reagent on someone at once! totalSplit = FixedPoint2.Min(totalSplit, component.MaxMeleeSpillAmount); foreach (var hit in args.HitEntities) { if (!HasComp(hit)) { hitCount -= 1; // so we don't undershoot solution calculation for actual reactive entities continue; } var splitSolution = _solutionContainerSystem.SplitSolution(uid, solution, totalSplit / hitCount); _adminLogger.Add(LogType.MeleeHit, $"{ToPrettyString(args.User)} splashed {SolutionContainerSystem.ToPrettyString(splitSolution):solution} from {ToPrettyString(uid):entity} onto {ToPrettyString(hit):target}"); _reactive.DoEntityReaction(hit, splitSolution, ReactionMethod.Touch); _popup.PopupEntity( Loc.GetString("spill-melee-hit-attacker", ("amount", totalSplit / hitCount), ("spillable", uid), ("target", Identity.Entity(hit, EntityManager))), hit, args.User); _popup.PopupEntity( Loc.GetString("spill-melee-hit-others", ("attacker", args.User), ("spillable", uid), ("target", Identity.Entity(hit, EntityManager))), hit, Filter.PvsExcept(args.User), true, PopupType.SmallCaution); } } private void AddSpillVerb(EntityUid uid, SpillableComponent component, GetVerbsEvent args) { if (!args.CanAccess || !args.CanInteract) return; if (!_solutionContainerSystem.TryGetDrainableSolution(args.Target, out var solution)) return; if (TryComp(args.Target, out var drink) && (!drink.Opened)) return; if (solution.Volume == FixedPoint2.Zero) return; Verb verb = new(); verb.Text = Loc.GetString("spill-target-verb-get-data-text"); // TODO VERB ICONS spill icon? pouring out a glass/beaker? verb.Act = () => { _doAfterSystem.TryStartDoAfter(new DoAfterArgs(args.User, component.SpillDelay ?? 0, new SpillDoAfterEvent(), uid, target: uid) { BreakOnTargetMove = true, BreakOnUserMove = true, BreakOnDamage = true, NeedHand = true, }); }; verb.Impact = LogImpact.Medium; // dangerous reagent reaction are logged separately. verb.DoContactInteraction = true; args.Verbs.Add(verb); } /// /// 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 PuddleComponent? SplashSpillAt(EntityUid uid, Solution solution, EntityCoordinates coordinates, string prototype, bool overflow = true, bool sound = true, bool combine = true, EntityUid? user=null) { if (solution.Volume == 0) return null; // Get reactive entities nearby--if there are some, it'll spill a bit on them instead. foreach (var ent in _entityLookup.GetComponentsInRange(coordinates, 1.0f)) { // 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}"); } _reactive.DoEntityReaction(owner, splitSolution, ReactionMethod.Touch); _popup.PopupEntity(Loc.GetString("spill-land-spilled-on-other", ("spillable", uid), ("target", owner)), owner, PopupType.SmallCaution); } return SpillAt(solution, coordinates, prototype, overflow, sound, combine: combine); } /// /// Spills solution at the specified grid coordinates. /// /// Initial solution for the prototype. /// The coordinates to spill the solution at. /// The prototype to use. /// If the puddle overflow will be calculated. Defaults to true. /// Whether or not to play the spill sound. /// Whether to attempt to merge with existing puddles /// The puddle if one was created, null otherwise. public PuddleComponent? SpillAt(Solution solution, EntityCoordinates coordinates, string prototype, bool overflow = true, bool sound = true, bool combine = true) { if (solution.Volume == 0) return null; if (!_mapManager.TryGetGrid(coordinates.GetGridUid(EntityManager), out var mapGrid)) return null; // Let's not spill to space. return SpillAt(mapGrid.GetTileRef(coordinates), solution, prototype, overflow, sound, combine: combine); } public bool TryGetPuddle(TileRef tileRef, [NotNullWhen(true)] out PuddleComponent? puddle) { foreach (var entity in _entityLookup.GetEntitiesIntersecting(tileRef)) { if (EntityManager.TryGetComponent(entity, out PuddleComponent? p)) { puddle = p; return true; } } puddle = null; return false; } public PuddleComponent? SpillAt(TileRef tileRef, Solution solution, string prototype, bool overflow = true, bool sound = true, bool noTileReact = false, bool combine = true) { if (solution.Volume <= 0) return null; // If space return early, let that spill go out into the void if (tileRef.Tile.IsEmpty) return null; var gridId = tileRef.GridUid; if (!_mapManager.TryGetGrid(gridId, out var mapGrid)) return null; // Let's not spill to invalid grids. if (!noTileReact) { // First, do all tile reactions for (var i = 0; i < solution.Contents.Count; i++) { var (reagentId, quantity) = solution.Contents[i]; var proto = _prototypeManager.Index(reagentId); var removed = proto.ReactionTile(tileRef, quantity); if (removed <= FixedPoint2.Zero) continue; solution.RemoveReagent(reagentId, removed); } } // Tile reactions used up everything. if (solution.Volume == FixedPoint2.Zero) return null; // Get normalized co-ordinate for spill location and spill it in the centre // TODO: Does SnapGrid or something else already do this? var spillGridCoords = mapGrid.GridTileToLocal(tileRef.GridIndices); var startEntity = EntityUid.Invalid; PuddleComponent? puddleComponent = null; if (combine) { var spillEntities = _entityLookup.GetEntitiesIntersecting(tileRef).ToArray(); foreach (var spillEntity in spillEntities) { if (!EntityManager.TryGetComponent(spillEntity, out puddleComponent)) continue; if (!overflow && _puddleSystem.WouldOverflow(puddleComponent.Owner, solution, puddleComponent)) return null; if (!_puddleSystem.TryAddSolution(puddleComponent.Owner, solution, sound, overflow)) continue; startEntity = puddleComponent.Owner; break; } } if (startEntity != EntityUid.Invalid) return puddleComponent; startEntity = EntityManager.SpawnEntity(prototype, spillGridCoords); puddleComponent = EntityManager.EnsureComponent(startEntity); _puddleSystem.TryAddSolution(startEntity, solution, sound, overflow); return puddleComponent; } private void OnDoAfter(EntityUid uid, SpillableComponent component, DoAfterEvent args) { if (args.Handled || args.Cancelled || args.Args.Target == null) return; //solution gone by other means before doafter completes if (!_solutionContainerSystem.TryGetDrainableSolution(uid, out var solution) || solution.Volume == 0) return; var puddleSolution = _solutionContainerSystem.SplitSolution(uid, solution, solution.Volume); SpillAt(puddleSolution, Transform(uid).Coordinates, "PuddleSmear"); args.Handled = true; } }