* Spill into containers lying around * Make spillability definable in yaml * Address reviews
156 lines
7.0 KiB
C#
156 lines
7.0 KiB
C#
#nullable enable
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Server.Utility;
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using Content.Shared.Chemistry;
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using Content.Shared.GameObjects.Components.Chemistry;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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namespace Content.Server.GameObjects.Components.Fluids
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{
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public static class SpillExtensions
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{
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/// <summary>
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/// Spills the specified solution at the entity's location if possible.
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/// </summary>
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/// <param name="entity">
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/// The entity to use as a location to spill the solution at.
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/// </param>
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/// <param name="solution">Initial solution for the prototype.</param>
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/// <param name="prototype">The prototype to use.</param>
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/// <param name="sound">Play the spill sound.</param>
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/// <returns>The puddle if one was created, null otherwise.</returns>
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public static PuddleComponent? SpillAt(this Solution solution, IEntity entity, string prototype, bool sound = true)
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{
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return solution.SpillAt(entity.Transform.Coordinates, prototype, sound);
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}
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/// <summary>
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/// Spills the specified solution at the entity's location if possible.
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/// </summary>
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/// <param name="entity">
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/// The entity to use as a location to spill the solution at.
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/// </param>
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/// <param name="solution">Initial solution for the prototype.</param>
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/// <param name="prototype">The prototype to use.</param>
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/// <param name="puddle">The puddle if one was created, null otherwise.</param>
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/// <param name="sound">Play the spill sound.</param>
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/// <returns>True if a puddle was created, false otherwise.</returns>
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public static bool TrySpillAt(this Solution solution, IEntity entity, string prototype, [NotNullWhen(true)] out PuddleComponent? puddle, bool sound = true)
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{
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puddle = solution.SpillAt(entity, prototype, sound);
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return puddle != null;
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}
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/// <summary>
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/// Spills solution at the specified grid coordinates.
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/// </summary>
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/// <param name="solution">Initial solution for the prototype.</param>
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/// <param name="coordinates">The coordinates to spill the solution at.</param>
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/// <param name="prototype">The prototype to use.</param>
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/// <param name="sound">Whether or not to play the spill sound.</param>
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/// <returns>The puddle if one was created, null otherwise.</returns>
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public static PuddleComponent? SpillAt(this Solution solution, EntityCoordinates coordinates, string prototype, bool overflow = true, bool sound = true)
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{
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if (solution.TotalVolume == 0) return null;
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var mapManager = IoCManager.Resolve<IMapManager>();
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var entityManager = IoCManager.Resolve<IEntityManager>();
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if (!mapManager.TryGetGrid(coordinates.GetGridId(entityManager), out var mapGrid)) return null; // Let's not spill to space.
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return SpillAt(mapGrid.GetTileRef(coordinates), solution, prototype, overflow, sound);
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}
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/// <summary>
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/// Spills the specified solution at the entity's location if possible.
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/// </summary>
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/// <param name="coordinates">The coordinates to spill the solution at.</param>
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/// <param name="solution">Initial solution for the prototype.</param>
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/// <param name="prototype">The prototype to use.</param>
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/// <param name="puddle">The puddle if one was created, null otherwise.</param>
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/// <param name="sound">Play the spill sound.</param>
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/// <returns>True if a puddle was created, false otherwise.</returns>
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public static bool TrySpillAt(this Solution solution, EntityCoordinates coordinates, string prototype, [NotNullWhen(true)] out PuddleComponent? puddle, bool sound = true)
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{
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puddle = solution.SpillAt(coordinates, prototype, sound);
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return puddle != null;
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}
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public static bool TryGetPuddle(this TileRef tileRef, GridTileLookupSystem? gridTileLookupSystem, [NotNullWhen(true)] out PuddleComponent? puddle)
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{
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foreach (var entity in tileRef.GetEntitiesInTileFast(gridTileLookupSystem))
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{
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if (entity.TryGetComponent(out PuddleComponent? p))
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{
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puddle = p;
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return true;
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}
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}
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puddle = null;
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return false;
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}
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public static PuddleComponent? SpillAt(this TileRef tileRef, Solution solution, string prototype, bool overflow = true, bool sound = true)
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{
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if (solution.TotalVolume <= 0) return null;
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var mapManager = IoCManager.Resolve<IMapManager>();
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var entityManager = IoCManager.Resolve<IEntityManager>();
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var serverEntityManager = IoCManager.Resolve<IServerEntityManager>();
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// If space return early, let that spill go out into the void
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if (tileRef.Tile.IsEmpty) return null;
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var gridId = tileRef.GridIndex;
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if (!mapManager.TryGetGrid(gridId, out var mapGrid)) return null; // Let's not spill to invalid grids.
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// Get normalized co-ordinate for spill location and spill it in the centre
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// TODO: Does SnapGrid or something else already do this?
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var spillGridCoords = mapGrid.GridTileToLocal(tileRef.GridIndices);
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PuddleComponent? puddle = null;
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var spilt = false;
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var spillEntities = entityManager.GetEntitiesIntersecting(mapGrid.ParentMapId, spillGridCoords.Position).ToArray();
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foreach (var spillEntity in spillEntities)
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{
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if (spillEntity.TryGetComponent(out ISolutionInteractionsComponent? solutionContainerComponent) &&
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solutionContainerComponent.CanRefill)
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{
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solutionContainerComponent.Refill(
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solution.SplitSolution(ReagentUnit.Min(solutionContainerComponent.RefillSpaceAvailable, solutionContainerComponent.MaxSpillRefill))
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);
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}
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}
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foreach (var spillEntity in spillEntities)
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{
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if (!spillEntity.TryGetComponent(out PuddleComponent? puddleComponent)) continue;
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if (!overflow && puddleComponent.WouldOverflow(solution)) return null;
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if (!puddleComponent.TryAddSolution(solution, sound)) continue;
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puddle = puddleComponent;
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spilt = true;
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break;
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}
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// Did we add to an existing puddle
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if (spilt) return puddle;
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var puddleEnt = serverEntityManager.SpawnEntity(prototype, spillGridCoords);
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var newPuddleComponent = puddleEnt.GetComponent<PuddleComponent>();
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newPuddleComponent.TryAddSolution(solution, sound);
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return newPuddleComponent;
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}
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}
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}
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