* Converted all SnapGridPositionChangedEvent subscriptions to AnchorStateChangedEvent. * Fixes power tests with new anchored requirements. * Moved AnchorableComponent into construction. AnchorableComponent now uses Transform.Anchored. * Fixed bug with nodes, power works again. * Adds lifetime stages to Component. * Update Engine to v0.4.70.
175 lines
6.1 KiB
C#
175 lines
6.1 KiB
C#
#nullable enable
|
|
using System.Threading.Tasks;
|
|
using Content.Server.Chemistry.Components;
|
|
using Content.Server.DoAfter;
|
|
using Content.Shared.Chemistry.Reagent;
|
|
using Content.Shared.Interaction;
|
|
using Content.Shared.Interaction.Helpers;
|
|
using Content.Shared.Notification;
|
|
using Content.Shared.Notification.Managers;
|
|
using Robust.Shared.Audio;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.Localization;
|
|
using Robust.Shared.Player;
|
|
using Robust.Shared.Serialization.Manager.Attributes;
|
|
using Robust.Shared.ViewVariables;
|
|
|
|
namespace Content.Server.Fluids.Components
|
|
{
|
|
/// <summary>
|
|
/// For cleaning up puddles
|
|
/// </summary>
|
|
[RegisterComponent]
|
|
public class MopComponent : Component, IAfterInteract
|
|
{
|
|
public override string Name => "Mop";
|
|
|
|
/// <summary>
|
|
/// Used to prevent do_after spam if we're currently mopping.
|
|
/// </summary>
|
|
public bool Mopping { get; private set; }
|
|
|
|
public SolutionContainerComponent? Contents => Owner.GetComponentOrNull<SolutionContainerComponent>();
|
|
|
|
public ReagentUnit MaxVolume
|
|
{
|
|
get => Owner.GetComponentOrNull<SolutionContainerComponent>()?.MaxVolume ?? ReagentUnit.Zero;
|
|
set
|
|
{
|
|
if (Owner.TryGetComponent(out SolutionContainerComponent? solution))
|
|
{
|
|
solution.MaxVolume = value;
|
|
}
|
|
}
|
|
}
|
|
|
|
public ReagentUnit CurrentVolume =>
|
|
Owner.GetComponentOrNull<SolutionContainerComponent>()?.CurrentVolume ?? ReagentUnit.Zero;
|
|
|
|
// 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
|
|
[DataField("pickup_amount")]
|
|
public ReagentUnit PickupAmount { get; } = ReagentUnit.New(5);
|
|
|
|
[DataField("pickup_sound")]
|
|
private string? _pickupSound = "/Audio/Effects/Fluids/slosh.ogg";
|
|
|
|
/// <summary>
|
|
/// Multiplier for the do_after delay for how fast the mop works.
|
|
/// </summary>
|
|
[ViewVariables]
|
|
[DataField("speed")]
|
|
private float _mopSpeed = 1;
|
|
|
|
protected override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
Owner.EnsureComponentWarn(out SolutionContainerComponent _);
|
|
}
|
|
|
|
async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
|
|
{
|
|
/*
|
|
* Functionality:
|
|
* Essentially if we click on an empty tile spill our contents there
|
|
* Otherwise, try to mop up the puddle (if it is a puddle).
|
|
* It will try to destroy solution on the mop to do so, and if it is successful
|
|
* will spill some of the mop's solution onto the puddle which will evaporate eventually.
|
|
*/
|
|
|
|
if (!Owner.TryGetComponent(out SolutionContainerComponent? contents) ||
|
|
Mopping ||
|
|
!eventArgs.InRangeUnobstructed(ignoreInsideBlocker: true, popup: true))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
var currentVolume = CurrentVolume;
|
|
|
|
if (eventArgs.Target == null)
|
|
{
|
|
if (currentVolume > 0)
|
|
{
|
|
// Drop the liquid on the mop on to the ground
|
|
contents.SplitSolution(CurrentVolume).SpillAt(eventArgs.ClickLocation, "PuddleSmear");
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
if (!eventArgs.Target.TryGetComponent(out PuddleComponent? puddleComponent))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
var puddleVolume = puddleComponent.CurrentVolume;
|
|
|
|
if (currentVolume <= 0)
|
|
{
|
|
Owner.PopupMessage(eventArgs.User, Loc.GetString("Mop needs to be wet!"));
|
|
return false;
|
|
}
|
|
|
|
Mopping = true;
|
|
|
|
// So if the puddle has 20 units we mop in 2 seconds. Don't just store CurrentVolume given it can change so need to re-calc it anyway.
|
|
var doAfterArgs = new DoAfterEventArgs(eventArgs.User, _mopSpeed * puddleVolume.Float() / 10.0f, target: eventArgs.Target)
|
|
{
|
|
BreakOnUserMove = true,
|
|
BreakOnStun = true,
|
|
BreakOnDamage = true,
|
|
};
|
|
var result = await EntitySystem.Get<DoAfterSystem>().DoAfter(doAfterArgs);
|
|
|
|
Mopping = false;
|
|
|
|
if (result == DoAfterStatus.Cancelled ||
|
|
Owner.Deleted ||
|
|
puddleComponent.Deleted)
|
|
return false;
|
|
|
|
// Annihilate the puddle
|
|
var transferAmount = ReagentUnit.Min(ReagentUnit.New(5), puddleComponent.CurrentVolume, CurrentVolume);
|
|
var puddleCleaned = puddleComponent.CurrentVolume - transferAmount <= 0;
|
|
|
|
if (transferAmount == 0)
|
|
{
|
|
if (puddleComponent.EmptyHolder) //The puddle doesn't actually *have* reagents, for example vomit because there's no "vomit" reagent.
|
|
{
|
|
puddleComponent.Owner.Delete();
|
|
transferAmount = ReagentUnit.Min(ReagentUnit.New(5), CurrentVolume);
|
|
puddleCleaned = true;
|
|
}
|
|
else
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
puddleComponent.SplitSolution(transferAmount);
|
|
}
|
|
|
|
if (puddleCleaned) //After cleaning the puddle, make a new puddle with solution from the mop as a "wet floor". Then evaporate it slowly.
|
|
{
|
|
contents.SplitSolution(transferAmount).SpillAt(eventArgs.ClickLocation, "PuddleSmear");
|
|
}
|
|
else
|
|
{
|
|
contents.SplitSolution(transferAmount);
|
|
}
|
|
|
|
if (!string.IsNullOrWhiteSpace(_pickupSound))
|
|
{
|
|
SoundSystem.Play(Filter.Pvs(Owner), _pickupSound, Owner);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
}
|
|
}
|