367 lines
15 KiB
C#
367 lines
15 KiB
C#
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<SpillableComponent, ExaminedEvent>(OnExamined);
|
|
SubscribeLocalEvent<SpillableComponent, LandEvent>(SpillOnLand);
|
|
SubscribeLocalEvent<SpillableComponent, MeleeHitEvent>(SplashOnMeleeHit);
|
|
SubscribeLocalEvent<SpillableComponent, GetVerbsEvent<Verb>>(AddSpillVerb);
|
|
SubscribeLocalEvent<SpillableComponent, GotEquippedEvent>(OnGotEquipped);
|
|
SubscribeLocalEvent<SpillableComponent, SolutionSpikeOverflowEvent>(OnSpikeOverflow);
|
|
SubscribeLocalEvent<SpillableComponent, SpillDoAfterEvent>(OnDoAfter);
|
|
}
|
|
|
|
private void OnExamined(EntityUid uid, SpillableComponent component, ExaminedEvent args)
|
|
{
|
|
args.PushMarkup(Loc.GetString("spill-examine-is-spillable"));
|
|
|
|
if (HasComp<MeleeWeaponComponent>(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");
|
|
}
|
|
|
|
/// <summary>
|
|
/// Spills the specified solution at the entity's location if possible.
|
|
/// </summary>
|
|
/// <param name="uid">
|
|
/// 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>
|
|
/// <param name="combine">Whether to attempt to merge with existing puddles</param>
|
|
/// <param name="transformComponent">Optional Transform component</param>
|
|
/// <returns>The puddle if one was created, null otherwise.</returns>
|
|
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<DrinkComponent>(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<DrinkComponent>(uid, out var drink) && !drink.Opened)
|
|
return;
|
|
|
|
var hitCount = args.HitEntities.Count;
|
|
|
|
var totalSplit = FixedPoint2.Min(solution.MaxVolume * 0.25, solution.Volume);
|
|
if (TryComp<SolutionTransferComponent>(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<ReactiveComponent>(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<Verb> args)
|
|
{
|
|
if (!args.CanAccess || !args.CanInteract)
|
|
return;
|
|
|
|
if (!_solutionContainerSystem.TryGetDrainableSolution(args.Target, out var solution))
|
|
return;
|
|
|
|
if (TryComp<DrinkComponent>(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);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 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.
|
|
/// </summary>
|
|
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<ReactiveComponent>(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);
|
|
}
|
|
|
|
/// <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="overflow">If the puddle overflow will be calculated. Defaults to true.</param>
|
|
/// <param name="sound">Whether or not to play the spill sound.</param>
|
|
/// <param name="combine">Whether to attempt to merge with existing puddles</param>
|
|
/// <returns>The puddle if one was created, null otherwise.</returns>
|
|
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<ReagentPrototype>(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<PuddleComponent>(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;
|
|
}
|
|
}
|