170 lines
7.2 KiB
C#
170 lines
7.2 KiB
C#
using Content.Server.Chemistry.Components;
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using Content.Shared.Chemistry;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Components.SolutionManager;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.FixedPoint;
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using Content.Shared.Physics;
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using Content.Shared.Throwing;
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using Content.Shared.Chemistry.EntitySystems;
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using JetBrains.Annotations;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Spawners;
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using System.Numerics;
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namespace Content.Server.Chemistry.EntitySystems
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{
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[UsedImplicitly]
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internal sealed class VaporSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _protoManager = default!;
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[Dependency] private readonly SharedMapSystem _map = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!;
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[Dependency] private readonly ThrowingSystem _throwing = default!;
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[Dependency] private readonly ReactiveSystem _reactive = default!;
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<VaporComponent, StartCollideEvent>(HandleCollide);
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}
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private void HandleCollide(Entity<VaporComponent> entity, ref StartCollideEvent args)
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{
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if (!TryComp(entity.Owner, out SolutionContainerManagerComponent? contents)) return;
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foreach (var (_, soln) in _solutionContainerSystem.EnumerateSolutions((entity.Owner, contents)))
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{
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var solution = soln.Comp.Solution;
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_reactive.DoEntityReaction(args.OtherEntity, solution, ReactionMethod.Touch);
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}
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// Check for collision with a impassable object (e.g. wall) and stop
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if ((args.OtherFixture.CollisionLayer & (int)CollisionGroup.Impassable) != 0 && args.OtherFixture.Hard)
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{
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QueueDel(entity);
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}
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}
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public void Start(Entity<VaporComponent> vapor,
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TransformComponent vaporXform,
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Vector2 dir,
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float speed,
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MapCoordinates target,
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float aliveTime,
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EntityUid? user = null)
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{
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vapor.Comp.Active = true;
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var despawn = EnsureComp<TimedDespawnComponent>(vapor);
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despawn.Lifetime = aliveTime;
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// Set Move
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if (TryComp(vapor, out PhysicsComponent? physics))
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{
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_physics.SetLinearDamping(vapor, physics, 0f);
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_physics.SetAngularDamping(vapor, physics, 0f);
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_throwing.TryThrow(vapor, dir, speed, user: user);
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var distance = (target.Position - _transformSystem.GetWorldPosition(vaporXform)).Length();
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var time = (distance / physics.LinearVelocity.Length());
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despawn.Lifetime = MathF.Min(aliveTime, time);
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}
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}
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internal bool TryAddSolution(Entity<VaporComponent> vapor, Solution solution)
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{
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if (solution.Volume == 0)
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{
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return false;
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}
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if (!_solutionContainerSystem.TryGetSolution(vapor.Owner,
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VaporComponent.SolutionName,
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out var vaporSolution))
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{
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return false;
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}
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return _solutionContainerSystem.TryAddSolution(vaporSolution.Value, solution);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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// Enumerate over all VaporComponents
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var query = EntityQueryEnumerator<VaporComponent, SolutionContainerManagerComponent, TransformComponent>();
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while (query.MoveNext(out var uid, out var vaporComp, out var container, out var xform))
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{
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// Return early if we're not active
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if (!vaporComp.Active)
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continue;
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// Get the current location of the vapor entity first
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if (TryComp(xform.GridUid, out MapGridComponent? gridComp))
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{
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var tile = _map.GetTileRef(xform.GridUid.Value, gridComp, xform.Coordinates);
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// Check if the tile is a tile we've reacted with previously. If so, skip it.
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// If we have no previous tile reference, we don't return so we can save one.
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if (vaporComp.PreviousTileRef != null && tile == vaporComp.PreviousTileRef)
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continue;
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// Enumerate over all the reagents in the vapor entity solution
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foreach (var (_, soln) in _solutionContainerSystem.EnumerateSolutions((uid, container)))
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{
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// Iterate over the reagents in the solution
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// Reason: Each reagent in our solution may have a unique TileReaction
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// In this instance, we check individually for each reagent's TileReaction
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// This is not doing chemical reactions!
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var contents = soln.Comp.Solution;
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foreach (var reagentQuantity in contents.Contents.ToArray())
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{
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// Check if the reagent is empty
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if (reagentQuantity.Quantity == FixedPoint2.Zero)
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continue;
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var reagent = _protoManager.Index<ReagentPrototype>(reagentQuantity.Reagent.Prototype);
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// Limit the reaction amount to a minimum value to ensure no floating point funnies.
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// Ex: A solution with a low percentage transfer amount will slowly approach 0.01... and never get deleted
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var clampedAmount = Math.Max(
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(float)reagentQuantity.Quantity * vaporComp.TransferAmountPercentage,
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vaporComp.MinimumTransferAmount);
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// Preform the reagent's TileReaction
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var reaction =
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reagent.ReactionTile(tile,
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clampedAmount,
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EntityManager,
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reagentQuantity.Reagent.Data);
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if (reaction > reagentQuantity.Quantity)
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reaction = reagentQuantity.Quantity;
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_solutionContainerSystem.RemoveReagent(soln, reagentQuantity.Reagent, reaction);
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}
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// Delete the vapor entity if it has no contents
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if (contents.Volume == 0)
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QueueDel(uid);
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}
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// Set the previous tile reference to the current tile
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vaporComp.PreviousTileRef = tile;
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}
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}
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}
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}
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}
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