Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Fix undefined
146 lines
5.5 KiB
C#
146 lines
5.5 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Server.Fluids.Components;
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using Content.Shared;
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using Content.Shared.Directions;
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using Content.Shared.Physics;
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using JetBrains.Annotations;
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Timing;
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namespace Content.Server.Fluids.EntitySystems;
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/// <summary>
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/// Component that governs overflowing puddles. Controls how Puddles spread and updat
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/// </summary>
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[UsedImplicitly]
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public sealed class FluidSpreaderSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly PuddleSystem _puddleSystem = default!;
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/// <summary>
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/// Adds an overflow component to the map data component tracking overflowing puddles
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/// </summary>
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/// <param name="puddleUid">EntityUid of overflowing puddle</param>
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/// <param name="puddle">Optional PuddleComponent</param>
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/// <param name="xform">Optional TransformComponent</param>
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public void AddOverflowingPuddle(EntityUid puddleUid, PuddleComponent? puddle = null,
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TransformComponent? xform = null)
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{
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if (!Resolve(puddleUid, ref puddle, ref xform, false) || xform.MapUid == null)
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return;
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var mapId = xform.MapUid.Value;
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EntityManager.EnsureComponent<FluidMapDataComponent>(mapId, out var component);
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component.Puddles.Add(puddleUid);
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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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Span<Direction> exploreDirections = stackalloc Direction[]
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{
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Direction.North,
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Direction.East,
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Direction.South,
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Direction.West,
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};
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var puddles = new List<PuddleComponent>(4);
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var puddleQuery = GetEntityQuery<PuddleComponent>();
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var xFormQuery = GetEntityQuery<TransformComponent>();
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foreach (var fluidMapData in EntityQuery<FluidMapDataComponent>())
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{
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if (fluidMapData.Puddles.Count == 0 || _gameTiming.CurTime <= fluidMapData.GoalTime)
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continue;
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var newIteration = new HashSet<EntityUid>();
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foreach (var puddleUid in fluidMapData.Puddles)
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{
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if (!puddleQuery.TryGetComponent(puddleUid, out var puddle)
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|| !xFormQuery.TryGetComponent(puddleUid, out var transform)
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|| !_mapManager.TryGetGrid(transform.GridUid, out var mapGrid))
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continue;
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puddles.Clear();
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var pos = transform.Coordinates;
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var totalVolume = _puddleSystem.CurrentVolume(puddle.Owner, puddle);
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exploreDirections.Shuffle();
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foreach (var direction in exploreDirections)
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{
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var newPos = pos.Offset(direction);
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if (CheckTile(puddle.Owner, puddle, newPos, mapGrid,
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out var puddleComponent))
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{
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puddles.Add(puddleComponent);
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totalVolume += _puddleSystem.CurrentVolume(puddleComponent.Owner, puddleComponent);
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}
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}
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_puddleSystem.EqualizePuddles(puddle.Owner, puddles, totalVolume, newIteration, puddle);
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}
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fluidMapData.Puddles.Clear();
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fluidMapData.Puddles.UnionWith(newIteration);
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fluidMapData.UpdateGoal(_gameTiming.CurTime);
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}
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}
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/// <summary>
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/// Check a tile is valid for solution allocation.
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/// </summary>
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/// <param name="srcUid">Entity Uid of original puddle</param>
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/// <param name="srcPuddle">PuddleComponent attached to srcUid</param>
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/// <param name="pos">at which to check tile</param>
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/// <param name="mapGrid">helper param needed to extract entities</param>
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/// <param name="puddle">either found or newly created PuddleComponent.</param>
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/// <returns>true if tile is empty or occupied by a non-overflowing puddle (or a puddle close to being overflowing)</returns>
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private bool CheckTile(EntityUid srcUid, PuddleComponent srcPuddle, EntityCoordinates pos, IMapGrid mapGrid,
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[NotNullWhen(true)] out PuddleComponent? puddle)
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{
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if (!mapGrid.TryGetTileRef(pos, out var tileRef)
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|| tileRef.Tile.IsEmpty)
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{
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puddle = null;
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return false;
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}
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var puddleCurrentVolume = _puddleSystem.CurrentVolume(srcUid, srcPuddle);
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foreach (var entity in mapGrid.GetAnchoredEntities(pos))
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{
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// If this is valid puddle check if we spread to it.
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if (TryComp(entity, out PuddleComponent? existingPuddle))
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{
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// If current puddle has more volume than current we skip that field
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if (_puddleSystem.CurrentVolume(existingPuddle.Owner, existingPuddle) >= puddleCurrentVolume)
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{
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puddle = null;
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return false;
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}
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puddle = existingPuddle;
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return true;
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}
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// if not puddle is this tile blocked by an object like wall or door
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if (TryComp(entity, out PhysicsComponent? physComponent)
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&& physComponent.CanCollide
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&& (physComponent.CollisionLayer & (int) CollisionGroup.MobMask) != 0)
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{
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puddle = null;
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return false;
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}
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}
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puddle = _puddleSystem.SpawnPuddle(srcUid, pos, srcPuddle);
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return true;
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}
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}
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