Files
tbd-station-14/Content.Server/Fluids/EntitySystems/SpillableSystem.cs
Kara e7e9be0073 Reagent interactivity (pt. 1) (#15130)
* Puddle slippy

* spillable melee

* splash spilling!

* splat melee sound

* p
2023-04-06 16:20:48 -05:00

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;
}
}