Files
tbd-station-14/Content.Server/GameObjects/Components/Fluids/SpillExtensions.cs
Clyybber c5ab6f191b Spill into containers lying around (#3345)
* Spill into containers lying around

* Make spillability definable in yaml

* Address reviews
2021-02-21 02:14:41 +01:00

156 lines
7.0 KiB
C#

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