Files
tbd-station-14/Content.Server/GameObjects/Components/Fluids/PuddleComponent.cs

424 lines
14 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using Content.Server.GameObjects.Components.Chemistry;
using Content.Server.GameObjects.Components.Movement;
using Content.Shared.Chemistry;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Maps;
using Content.Shared.Physics;
using Content.Shared.Utility;
using Robust.Server.GameObjects;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Server.Interfaces.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.GameObjects.Components.Timers;
using Robust.Shared.GameObjects.Components.Transform;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Maths;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Fluids
{
/// <summary>
/// Puddle on a floor
/// </summary>
[RegisterComponent]
public class PuddleComponent : Component, IExamine, IMapInit
{
// Current design: Something calls the SpillHelper.Spill, that will either
// A) Add to an existing puddle at the location (normalised to tile-center) or
// B) add a new one
// From this every time a puddle is spilt on it will try and overflow to its neighbours if possible,
// and also update its appearance based on volume level (opacity) and chemistry color
// Small puddles will evaporate after a set delay
// TODO: 'leaves fluidtracks', probably in a separate component for stuff like gibb chunks?;
// based on behaviour (e.g. someone being punched vs slashed with a sword would have different blood sprite)
// to check for low volumes for evaporation or whatever
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
public override string Name => "Puddle";
private CancellationTokenSource _evaporationToken;
private ReagentUnit _evaporateThreshold; // How few <Solution Quantity> we can hold prior to self-destructing
public ReagentUnit EvaporateThreshold
{
get => _evaporateThreshold;
set => _evaporateThreshold = value;
}
private ReagentUnit _slipThreshold = ReagentUnit.New(3);
public ReagentUnit SlipThreshold
{
get => _slipThreshold;
set => _slipThreshold = value;
}
/// <summary>
/// The time that it will take this puddle to evaporate, in seconds.
/// </summary>
public float EvaporateTime { get; private set; }
private string _spillSound;
/// <summary>
/// Whether or not this puddle is currently overflowing onto its neighbors
/// </summary>
private bool _overflown;
private SpriteComponent _spriteComponent;
private SnapGridComponent _snapGrid;
public ReagentUnit MaxVolume
{
get => _contents.MaxVolume;
set => _contents.MaxVolume = value;
}
[ViewVariables]
public ReagentUnit CurrentVolume => _contents.CurrentVolume;
// Volume at which the fluid will try to spill to adjacent components
// Currently a random number, potentially change
public ReagentUnit OverflowVolume => _overflowVolume;
[ViewVariables]
private ReagentUnit _overflowVolume;
private ReagentUnit OverflowLeft => CurrentVolume - OverflowVolume;
private SolutionContainerComponent _contents;
public bool EmptyHolder => _contents.ReagentList.Count == 0;
private int _spriteVariants;
// Whether the underlying solution color should be used
private bool _recolor;
private bool Slippery => Owner.TryGetComponent(out SlipperyComponent slippery) && slippery.Slippery;
/// <inheritdoc />
public override void ExposeData(ObjectSerializer serializer)
{
serializer.DataFieldCached(ref _spillSound, "spill_sound", "/Audio/Effects/Fluids/splat.ogg");
serializer.DataField(ref _overflowVolume, "overflow_volume", ReagentUnit.New(20));
serializer.DataField(this, x => x.EvaporateTime, "evaporate_time", 5.0f);
// Long-term probably have this based on the underlying reagents
serializer.DataField(ref _evaporateThreshold, "evaporate_threshold", ReagentUnit.New(20));
serializer.DataField(ref _spriteVariants, "variants", 1);
serializer.DataField(ref _recolor, "recolor", false);
}
public override void Initialize()
{
base.Initialize();
if (Owner.TryGetComponent(out SolutionContainerComponent solutionComponent))
{
_contents = solutionComponent;
}
else
{
_contents = Owner.AddComponent<SolutionContainerComponent>();
}
_snapGrid = Owner.EnsureComponent<SnapGridComponent>();
// Smaller than 1m^3 for now but realistically this shouldn't be hit
MaxVolume = ReagentUnit.New(1000);
// Random sprite state set server-side so it's consistent across all clients
_spriteComponent = Owner.EnsureComponent<SpriteComponent>();
var randomVariant = _random.Next(0, _spriteVariants - 1);
if (_spriteComponent.BaseRSIPath != null)
{
var baseName = new ResourcePath(_spriteComponent.BaseRSIPath).FilenameWithoutExtension;
_spriteComponent.LayerSetState(0, $"{baseName}-{randomVariant}"); // TODO: Remove hardcode
}
// UpdateAppearance should get called soon after this so shouldn't need to call Dirty() here
UpdateStatus();
}
void IMapInit.MapInit()
{
var robustRandom = IoCManager.Resolve<IRobustRandom>();
_spriteComponent.Rotation = Angle.FromDegrees(robustRandom.Next(0, 359));
}
void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
{
if(Slippery)
{
message.AddText(Loc.GetString("It looks slippery."));
}
}
/// <summary>
/// Whether adding this solution to this puddle would overflow.
/// </summary>
/// <param name="solution"></param>
/// <returns></returns>
public bool WouldOverflow(Solution solution)
{
return (CurrentVolume + solution.TotalVolume > _overflowVolume);
}
// Flow rate should probably be controlled globally so this is it for now
internal bool TryAddSolution(Solution solution, bool sound = true, bool checkForEvaporate = true, bool checkForOverflow = true)
{
if (solution.TotalVolume == 0)
{
return false;
}
var result = _contents.TryAddSolution(solution);
if (!result)
{
return false;
}
UpdateStatus();
if (checkForOverflow)
{
CheckOverflow();
}
if (checkForEvaporate)
{
CheckEvaporate();
}
UpdateAppearance();
if (!sound)
{
return true;
}
EntitySystem.Get<AudioSystem>().PlayAtCoords(_spillSound, Owner.Transform.Coordinates);
return true;
}
internal Solution SplitSolution(ReagentUnit quantity)
{
var split = _contents.SplitSolution(quantity);
CheckEvaporate();
UpdateAppearance();
return split;
}
public void CheckEvaporate()
{
if (CurrentVolume == 0)
{
Owner.Delete();
}
}
public void Evaporate()
{
_contents.SplitSolution(ReagentUnit.Min(ReagentUnit.New(1), _contents.CurrentVolume));
if (CurrentVolume == 0)
{
Owner.Delete();
}
else
{
UpdateStatus();
}
}
public void UpdateStatus()
{
_evaporationToken?.Cancel();
if(Owner.Deleted) return;
UpdateAppearance();
UpdateSlip();
if (_evaporateThreshold == ReagentUnit.New(-1) || CurrentVolume > _evaporateThreshold)
{
return;
}
_evaporationToken = new CancellationTokenSource();
// KYS to evaporate
Owner.SpawnTimer(TimeSpan.FromSeconds(EvaporateTime), Evaporate, _evaporationToken.Token);
}
private void UpdateSlip()
{
if ((_slipThreshold == ReagentUnit.New(-1) || CurrentVolume < _slipThreshold) &&
Owner.TryGetComponent(out SlipperyComponent oldSlippery))
{
oldSlippery.Slippery = false;
}
else if (CurrentVolume >= _slipThreshold)
{
var newSlippery = Owner.EnsureComponent<SlipperyComponent>();
newSlippery.Slippery = true;
}
}
private void UpdateAppearance()
{
if (Owner.Deleted || EmptyHolder)
{
return;
}
// Opacity based on level of fullness to overflow
// Hard-cap lower bound for visibility reasons
var volumeScale = (CurrentVolume.Float() / OverflowVolume.Float()) * 0.75f + 0.25f;
var cappedScale = Math.Min(1.0f, volumeScale);
// Color based on the underlying solutioncomponent
Color newColor;
if (_recolor)
{
newColor = _contents.SubstanceColor.WithAlpha(cappedScale);
}
else
{
newColor = _spriteComponent.Color.WithAlpha(cappedScale);
}
_spriteComponent.Color = newColor;
_spriteComponent.Dirty();
}
/// <summary>
/// Will overflow this entity to neighboring entities if required
/// </summary>
private void CheckOverflow()
{
if (CurrentVolume <= _overflowVolume || _overflown)
{
return;
}
var nextPuddles = new List<PuddleComponent>() {this};
var overflownPuddles = new List<PuddleComponent>();
while (OverflowLeft > ReagentUnit.Zero && nextPuddles.Count > 0)
{
foreach (var next in nextPuddles.ToArray())
{
nextPuddles.Remove(next);
next._overflown = true;
overflownPuddles.Add(next);
var adjacentPuddles = next.GetAllAdjacentOverflow().ToArray();
if (OverflowLeft <= ReagentUnit.Epsilon * adjacentPuddles.Length)
{
break;
}
if (adjacentPuddles.Length == 0)
{
continue;
}
var numberOfAdjacent = ReagentUnit.New(adjacentPuddles.Length);
var overflowSplit = OverflowLeft / numberOfAdjacent;
foreach (var adjacent in adjacentPuddles)
{
var adjacentPuddle = adjacent();
var quantity = ReagentUnit.Min(overflowSplit, adjacentPuddle.OverflowVolume);
var spillAmount = _contents.SplitSolution(quantity);
adjacentPuddle.TryAddSolution(spillAmount, false, false, false);
nextPuddles.Add(adjacentPuddle);
}
}
}
foreach (var puddle in overflownPuddles)
{
puddle._overflown = false;
}
}
/// <summary>
/// Tries to get an adjacent coordinate to overflow to, unless it is blocked by a wall on the
/// same tile or the tile is empty
/// </summary>
/// <param name="direction">The direction to get the puddle from, respective to this one</param>
/// <param name="puddle">The puddle that was found or is to be created, or null if there
/// is a wall in the way</param>
/// <returns>true if a puddle was found or created, false otherwise</returns>
private bool TryGetAdjacentOverflow(Direction direction, out Func<PuddleComponent> puddle)
{
puddle = default;
var mapGrid = _mapManager.GetGrid(Owner.Transform.GridID);
if (!Owner.Transform.Coordinates.Offset(direction).TryGetTileRef(out var tile))
{
return false;
}
// If space return early, let that spill go out into the void
if (tile.Value.Tile.IsEmpty)
{
return false;
}
foreach (var entity in _snapGrid.GetInDir(direction))
{
if (entity.TryGetComponent(out IPhysicsComponent physics) &&
(physics.CollisionLayer & (int) CollisionGroup.Impassable) != 0)
{
puddle = default;
return false;
}
if (entity.TryGetComponent(out PuddleComponent existingPuddle))
{
if (existingPuddle._overflown)
{
return false;
}
puddle = () => existingPuddle;
}
}
if (puddle == default)
{
var grid = _snapGrid.DirectionToGrid(direction);
puddle = () => Owner.EntityManager.SpawnEntity(Owner.Prototype.ID, grid).GetComponent<PuddleComponent>();
}
return true;
}
/// <summary>
/// Finds or creates adjacent puddles in random directions from this one
/// </summary>
/// <returns>Enumerable of the puddles found or to be created</returns>
private IEnumerable<Func<PuddleComponent>> GetAllAdjacentOverflow()
{
foreach (var direction in SharedDirectionExtensions.RandomDirections())
{
if (TryGetAdjacentOverflow(direction, out var puddle))
{
yield return puddle;
}
}
}
}
}