334 lines
12 KiB
C#
334 lines
12 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Threading;
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using Content.Server.GameObjects.Components.Chemistry;
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using Content.Shared.Chemistry;
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using Content.Shared.Physics;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.GameObjects.Components.Transform;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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using Timer = Robust.Shared.Timers.Timer;
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namespace Content.Server.GameObjects.Components.Fluids
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{
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/// <summary>
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/// Puddle on a floor
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/// </summary>
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[RegisterComponent]
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public class PuddleComponent : Component
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{
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// Current design: Something calls the SpillHelper.Spill, that will either
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// A) Add to an existing puddle at the location (normalised to tile-center) or
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// B) add a new one
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// From this every time a puddle is spilt on it will try and overflow to its neighbours if possible,
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// and also update its appearance based on volume level (opacity) and chemistry color
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// Small puddles will evaporate after a set delay
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// TODO: 'leaves fluidtracks', probably in a separate component for stuff like gibb chunks?;
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// TODO: Add stuff like slipping -> probably in a separate component (for stuff like bananas)
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// based on behaviour (e.g. someone being punched vs slashed with a sword would have different blood sprite)
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// to check for low volumes for evaporation or whatever
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public override string Name => "Puddle";
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private CancellationTokenSource _evaporationToken;
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private ReagentUnit _evaporateThreshold; // How few <Solution Quantity> we can hold prior to self-destructing
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private float _evaporateTime;
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private string _spillSound;
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private DateTime _lastOverflow = DateTime.Now;
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private SpriteComponent _spriteComponent;
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private SnapGridComponent _snapGrid;
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public ReagentUnit MaxVolume
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{
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get => _contents.MaxVolume;
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set => _contents.MaxVolume = value;
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}
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[ViewVariables]
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public ReagentUnit CurrentVolume => _contents.CurrentVolume;
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// Volume at which the fluid will try to spill to adjacent components
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// Currently a random number, potentially change
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public ReagentUnit OverflowVolume => _overflowVolume;
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[ViewVariables]
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private ReagentUnit _overflowVolume;
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private SolutionComponent _contents;
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private int _spriteVariants;
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// Whether the underlying solution color should be used
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private bool _recolor;
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/// <inheritdoc />
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public override void ExposeData(ObjectSerializer serializer)
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{
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serializer.DataFieldCached(ref _spillSound, "spill_sound", "/Audio/effects/Fluids/splat.ogg");
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serializer.DataField(ref _overflowVolume, "overflow_volume", ReagentUnit.New(20));
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serializer.DataField(ref _evaporateTime, "evaporate_time", 600.0f);
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// Long-term probably have this based on the underlying reagents
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serializer.DataField(ref _evaporateThreshold, "evaporate_threshold", ReagentUnit.New(2));
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serializer.DataField(ref _spriteVariants, "variants", 1);
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serializer.DataField(ref _recolor, "recolor", false);
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}
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public override void Initialize()
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{
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base.Initialize();
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if (Owner.TryGetComponent(out SolutionComponent solutionComponent))
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{
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_contents = solutionComponent;
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}
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else
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{
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_contents = Owner.AddComponent<SolutionComponent>();
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_contents.Initialize();
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}
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_snapGrid = Owner.GetComponent<SnapGridComponent>();
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// Smaller than 1m^3 for now but realistically this shouldn't be hit
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MaxVolume = ReagentUnit.New(1000);
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// Random sprite state set server-side so it's consistent across all clients
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_spriteComponent = Owner.GetComponent<SpriteComponent>();
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var robustRandom = IoCManager.Resolve<IRobustRandom>();
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var randomVariant = robustRandom.Next(0, _spriteVariants - 1);
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var baseName = new ResourcePath(_spriteComponent.BaseRSIPath).FilenameWithoutExtension;
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_spriteComponent.LayerSetState(0, $"{baseName}-{randomVariant}"); // TODO: Remove hardcode
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_spriteComponent.Rotation = Angle.FromDegrees(robustRandom.Next(0, 359));
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// UpdateAppearance should get called soon after this so shouldn't need to call Dirty() here
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}
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// Flow rate should probably be controlled globally so this is it for now
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internal bool TryAddSolution(Solution solution, bool sound = true, bool checkForEvaporate = true)
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{
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if (solution.TotalVolume == 0)
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{
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return false;
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}
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var result = _contents.TryAddSolution(solution);
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if (!result)
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{
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return false;
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}
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UpdateStatus();
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CheckOverflow();
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if (checkForEvaporate)
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{
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CheckEvaporate();
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}
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UpdateAppearance();
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if (!sound)
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{
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return true;
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}
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EntitySystem.Get<AudioSystem>().PlayAtCoords(_spillSound, Owner.Transform.GridPosition);
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return true;
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}
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internal Solution SplitSolution(ReagentUnit quantity)
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{
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var split = _contents.SplitSolution(quantity);
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CheckEvaporate();
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UpdateAppearance();
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return split;
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}
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public void CheckEvaporate()
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{
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if (CurrentVolume == 0)
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{
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Owner.Delete();
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}
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}
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private void UpdateStatus()
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{
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// If UpdateStatus is getting called again it means more fluid has been updated so let's just wait
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_evaporationToken?.Cancel();
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if (CurrentVolume > _evaporateThreshold)
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{
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return;
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}
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_evaporationToken = new CancellationTokenSource();
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// KYS to evaporate
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Timer.Spawn(TimeSpan.FromSeconds(_evaporateTime), CheckEvaporate, _evaporationToken.Token);
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}
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private void UpdateAppearance()
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{
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if (Owner.Deleted)
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{
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return;
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}
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// Opacity based on level of fullness to overflow
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// Hard-cap lower bound for visibility reasons
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var volumeScale = (CurrentVolume.Float() / OverflowVolume.Float()) * 0.75f + 0.25f;
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var cappedScale = Math.Min(1.0f, volumeScale);
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// Color based on the underlying solutioncomponent
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Color newColor;
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if (_recolor)
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{
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newColor = _contents.SubstanceColor.WithAlpha(cappedScale);
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}
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else
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{
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newColor = _spriteComponent.Color.WithAlpha(cappedScale);
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}
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_spriteComponent.Color = newColor;
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_spriteComponent.Dirty();
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}
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/// <summary>
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/// Will overflow this entity to neighboring entities if required
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/// </summary>
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private void CheckOverflow()
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{
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if (CurrentVolume <= _overflowVolume)
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{
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return;
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}
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// Essentially:
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// Spill at least 1 solution to each neighbor (so most of the time each puddle is getting 1 max)
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// If there's no puddle at the neighbor then add one.
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// Setup
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// If there's more neighbors to spill to then there are reagents to go around (coz integers)
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var overflowAmount = CurrentVolume - OverflowVolume;
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var neighborPuddles = new List<IEntity>(8);
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// Will overflow to each neighbor; if it already has a puddle entity then add to that
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foreach (var direction in RandomDirections())
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{
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// Can't spill < 1 reagent so stop overflowing
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if ((ReagentUnit.Epsilon * neighborPuddles.Count) == overflowAmount)
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{
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break;
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}
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// If we found an existing puddle on that tile then we don't need to spawn a new one
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var noSpawn = false;
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foreach (var entity in _snapGrid.GetInDir(direction))
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{
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// Don't overflow to walls
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if (entity.TryGetComponent(out CollidableComponent collidableComponent) &&
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collidableComponent.CollisionLayer == (int) CollisionGroup.Impassable)
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{
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noSpawn = true;
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break;
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}
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if (!entity.TryGetComponent(out PuddleComponent puddleComponent))
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{
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continue;
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}
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// If we've overflowed recently don't include it
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noSpawn = true;
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// TODO: PauseManager
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if ((DateTime.Now - puddleComponent._lastOverflow).TotalSeconds < 1)
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{
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break;
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}
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neighborPuddles.Add(entity);
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break;
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}
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if (noSpawn)
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{
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continue;
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}
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var grid = _snapGrid.DirectionToGrid(direction);
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// We'll just add the co-ordinates as we need to figure out how many puddles we need to spawn first
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var entityManager = IoCManager.Resolve<IEntityManager>();
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neighborPuddles.Add(entityManager.SpawnEntity(Owner.Prototype.ID, grid));
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}
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if (neighborPuddles.Count == 0)
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{
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return;
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}
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var spillAmount = overflowAmount / ReagentUnit.New(neighborPuddles.Count);
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SpillToNeighbours(neighborPuddles, spillAmount);
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}
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// TODO: Move the below to SnapGrid?
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/// <summary>
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/// Will yield a random direction until none are left
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/// </summary>
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/// <returns></returns>
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private static IEnumerable<Direction> RandomDirections()
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{
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var directions = new[]
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{
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Direction.East,
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Direction.SouthEast,
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Direction.South,
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Direction.SouthWest,
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Direction.West,
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Direction.NorthWest,
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Direction.North,
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Direction.NorthEast,
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};
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var robustRandom = IoCManager.Resolve<IRobustRandom>();
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var n = directions.Length;
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while (n > 1)
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{
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n--;
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var k = robustRandom.Next(n + 1);
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var value = directions[k];
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directions[k] = directions[n];
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directions[n] = value;
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}
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foreach (var direction in directions)
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{
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yield return direction;
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}
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}
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private void SpillToNeighbours(IEnumerable<IEntity> neighbors, ReagentUnit spillAmount)
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{
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foreach (var neighborPuddle in neighbors)
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{
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var solution = _contents.SplitSolution(spillAmount);
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neighborPuddle.GetComponent<PuddleComponent>().TryAddSolution(solution, false, false);
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}
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}
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}
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}
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