* Un-harcode slipperiness * Make it actually work * Prettyfy * Cleanup GetEvaporatingReagents * Fix mopping with space lube + wrong solutions in absorbance * Remove LINQ and rename parameters * Change evaporation speed to fixedpoint2 * Add evaporating speed functionality * Remove unused imports * Swap around reagent evaporation speed and puddle evaporation speed. --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
163 lines
6.9 KiB
C#
163 lines
6.9 KiB
C#
using Content.Shared.Chemistry.Components;
|
|
using Content.Shared.Chemistry.EntitySystems;
|
|
using Content.Shared.Chemistry.Reagent;
|
|
using Content.Shared.DoAfter;
|
|
using Content.Shared.DragDrop;
|
|
using Content.Shared.Examine;
|
|
using Content.Shared.FixedPoint;
|
|
using Content.Shared.Fluids.Components;
|
|
using Content.Shared.Movement.Events;
|
|
using Content.Shared.StepTrigger.Components;
|
|
using Robust.Shared.Map;
|
|
using Robust.Shared.Prototypes;
|
|
|
|
namespace Content.Shared.Fluids;
|
|
|
|
public abstract partial class SharedPuddleSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
|
|
[Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!;
|
|
[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
|
|
|
|
/// <summary>
|
|
/// The lowest threshold to be considered for puddle sprite states as well as slipperiness of a puddle.
|
|
/// </summary>
|
|
public const float LowThreshold = 0.3f;
|
|
|
|
public const float MediumThreshold = 0.6f;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
SubscribeLocalEvent<RefillableSolutionComponent, CanDragEvent>(OnRefillableCanDrag);
|
|
SubscribeLocalEvent<DumpableSolutionComponent, CanDropTargetEvent>(OnDumpCanDropTarget);
|
|
SubscribeLocalEvent<DrainableSolutionComponent, CanDropTargetEvent>(OnDrainCanDropTarget);
|
|
SubscribeLocalEvent<RefillableSolutionComponent, CanDropDraggedEvent>(OnRefillableCanDropDragged);
|
|
SubscribeLocalEvent<PuddleComponent, GetFootstepSoundEvent>(OnGetFootstepSound);
|
|
SubscribeLocalEvent<PuddleComponent, ExaminedEvent>(HandlePuddleExamined);
|
|
|
|
InitializeSpillable();
|
|
}
|
|
|
|
private void OnRefillableCanDrag(Entity<RefillableSolutionComponent> entity, ref CanDragEvent args)
|
|
{
|
|
args.Handled = true;
|
|
}
|
|
|
|
private void OnDumpCanDropTarget(Entity<DumpableSolutionComponent> entity, ref CanDropTargetEvent args)
|
|
{
|
|
if (HasComp<DrainableSolutionComponent>(args.Dragged))
|
|
{
|
|
args.CanDrop = true;
|
|
args.Handled = true;
|
|
}
|
|
}
|
|
|
|
private void OnDrainCanDropTarget(Entity<DrainableSolutionComponent> entity, ref CanDropTargetEvent args)
|
|
{
|
|
if (HasComp<RefillableSolutionComponent>(args.Dragged))
|
|
{
|
|
args.CanDrop = true;
|
|
args.Handled = true;
|
|
}
|
|
}
|
|
|
|
private void OnRefillableCanDropDragged(Entity<RefillableSolutionComponent> entity, ref CanDropDraggedEvent args)
|
|
{
|
|
if (!HasComp<DrainableSolutionComponent>(args.Target) && !HasComp<DumpableSolutionComponent>(args.Target))
|
|
return;
|
|
|
|
args.CanDrop = true;
|
|
args.Handled = true;
|
|
}
|
|
|
|
private void OnGetFootstepSound(Entity<PuddleComponent> entity, ref GetFootstepSoundEvent args)
|
|
{
|
|
if (!_solutionContainerSystem.ResolveSolution(entity.Owner, entity.Comp.SolutionName, ref entity.Comp.Solution,
|
|
out var solution))
|
|
return;
|
|
|
|
var reagentId = solution.GetPrimaryReagentId();
|
|
if (!string.IsNullOrWhiteSpace(reagentId?.Prototype)
|
|
&& _prototypeManager.TryIndex(reagentId.Value.Prototype, out ReagentPrototype? proto))
|
|
{
|
|
args.Sound = proto.FootstepSound;
|
|
}
|
|
}
|
|
|
|
private void HandlePuddleExamined(Entity<PuddleComponent> entity, ref ExaminedEvent args)
|
|
{
|
|
using (args.PushGroup(nameof(PuddleComponent)))
|
|
{
|
|
if (TryComp<StepTriggerComponent>(entity, out var slippery) && slippery.Active)
|
|
{
|
|
args.PushMarkup(Loc.GetString("puddle-component-examine-is-slippery-text"));
|
|
}
|
|
|
|
if (HasComp<EvaporationComponent>(entity) &&
|
|
_solutionContainerSystem.ResolveSolution(entity.Owner, entity.Comp.SolutionName,
|
|
ref entity.Comp.Solution, out var solution))
|
|
{
|
|
if (CanFullyEvaporate(solution))
|
|
args.PushMarkup(Loc.GetString("puddle-component-examine-evaporating"));
|
|
else if (solution.GetTotalPrototypeQuantity(GetEvaporatingReagents(solution)) > FixedPoint2.Zero)
|
|
args.PushMarkup(Loc.GetString("puddle-component-examine-evaporating-partial"));
|
|
else
|
|
args.PushMarkup(Loc.GetString("puddle-component-examine-evaporating-no"));
|
|
}
|
|
else
|
|
args.PushMarkup(Loc.GetString("puddle-component-examine-evaporating-no"));
|
|
}
|
|
}
|
|
|
|
#region Spill
|
|
// These methods are in Shared to make it easier to interact with PuddleSystem in Shared code.
|
|
// Note that they always fail when run on the client, not creating a puddle and returning false.
|
|
// Adding proper prediction to this system would require spawning temporary puddle entities on the
|
|
// client and replacing or merging them with the ones spawned by the server when the client goes to
|
|
// replicate those, and I am not enough of a wizard to attempt implementing that.
|
|
|
|
/// <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>
|
|
/// <remarks>
|
|
/// On the client, this will always set <paramref name="puddleUid"/> to <see cref="EntityUid.Invalid"> and return false.
|
|
/// </remarks>
|
|
public abstract bool TrySplashSpillAt(EntityUid uid,
|
|
EntityCoordinates coordinates,
|
|
Solution solution,
|
|
out EntityUid puddleUid,
|
|
bool sound = true,
|
|
EntityUid? user = null);
|
|
|
|
/// <summary>
|
|
/// Spills solution at the specified coordinates.
|
|
/// Will add to an existing puddle if present or create a new one if not.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// On the client, this will always set <paramref name="puddleUid"/> to <see cref="EntityUid.Invalid"> and return false.
|
|
/// </remarks>
|
|
public abstract bool TrySpillAt(EntityCoordinates coordinates, Solution solution, out EntityUid puddleUid, bool sound = true);
|
|
|
|
/// <summary>
|
|
/// <see cref="TrySpillAt(EntityCoordinates, Solution, out EntityUid, bool)"/>
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// On the client, this will always set <paramref name="puddleUid"/> to <see cref="EntityUid.Invalid"> and return false.
|
|
/// </remarks>
|
|
public abstract bool TrySpillAt(EntityUid uid, Solution solution, out EntityUid puddleUid, bool sound = true,
|
|
TransformComponent? transformComponent = null);
|
|
|
|
/// <summary>
|
|
/// <see cref="TrySpillAt(EntityCoordinates, Solution, out EntityUid, bool)"/>
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// On the client, this will always set <paramref name="puddleUid"/> to <see cref="EntityUid.Invalid"> and return false.
|
|
/// </remarks>
|
|
public abstract bool TrySpillAt(TileRef tileRef, Solution solution, out EntityUid puddleUid, bool sound = true,
|
|
bool tileReact = true);
|
|
|
|
#endregion Spill
|
|
}
|