* serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
175 lines
6.2 KiB
C#
175 lines
6.2 KiB
C#
#nullable enable
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using Content.Server.GameObjects.Components.Chemistry;
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using Content.Shared.Chemistry;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Shared.Utility;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Serialization;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.EntitySystems.DoAfter;
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using Robust.Server.GameObjects;
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using Robust.Shared.ViewVariables;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.GameObjects.Components.Fluids
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{
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/// <summary>
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/// For cleaning up puddles
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/// </summary>
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[RegisterComponent]
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public class MopComponent : Component, IAfterInteract
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{
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public override string Name => "Mop";
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/// <summary>
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/// Used to prevent do_after spam if we're currently mopping.
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/// </summary>
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public bool Mopping { get; private set; }
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public SolutionContainerComponent? Contents => Owner.GetComponentOrNull<SolutionContainerComponent>();
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public ReagentUnit MaxVolume
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{
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get => Owner.GetComponentOrNull<SolutionContainerComponent>()?.MaxVolume ?? ReagentUnit.Zero;
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set
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{
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if (Owner.TryGetComponent(out SolutionContainerComponent? solution))
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{
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solution.MaxVolume = value;
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}
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}
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}
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public ReagentUnit CurrentVolume =>
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Owner.GetComponentOrNull<SolutionContainerComponent>()?.CurrentVolume ?? ReagentUnit.Zero;
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// Currently there's a separate amount for pickup and dropoff so
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// Picking up a puddle requires multiple clicks
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// Dumping in a bucket requires 1 click
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// Long-term you'd probably use a cooldown and start the pickup once we have some form of global cooldown
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[field: DataField("pickup_amount")]
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public ReagentUnit PickupAmount { get; } = ReagentUnit.New(5);
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[DataField("pickup_sound")]
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private string? _pickupSound = "/Audio/Effects/Fluids/slosh.ogg";
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/// <summary>
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/// Multiplier for the do_after delay for how fast the mop works.
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/// </summary>
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[ViewVariables]
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[DataField("speed")]
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private float _mopSpeed = 1;
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public override void Initialize()
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{
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base.Initialize();
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Owner.EnsureComponentWarn(out SolutionContainerComponent _);
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}
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async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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{
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/*
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* Functionality:
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* Essentially if we click on an empty tile spill our contents there
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* Otherwise, try to mop up the puddle (if it is a puddle).
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* It will try to destroy solution on the mop to do so, and if it is successful
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* will spill some of the mop's solution onto the puddle which will evaporate eventually.
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*/
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if (!Owner.TryGetComponent(out SolutionContainerComponent? contents) ||
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Mopping ||
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!eventArgs.InRangeUnobstructed(ignoreInsideBlocker: true, popup: true))
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{
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return false;
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}
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var currentVolume = CurrentVolume;
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if (eventArgs.Target == null)
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{
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if (currentVolume > 0)
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{
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// Drop the liquid on the mop on to the ground
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contents.SplitSolution(CurrentVolume).SpillAt(eventArgs.ClickLocation, "PuddleSmear");
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return true;
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}
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return false;
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}
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if (!eventArgs.Target.TryGetComponent(out PuddleComponent? puddleComponent))
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{
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return false;
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}
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var puddleVolume = puddleComponent.CurrentVolume;
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if (currentVolume <= 0)
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("Mop needs to be wet!"));
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return false;
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}
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Mopping = true;
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// So if the puddle has 20 units we mop in 2 seconds. Don't just store CurrentVolume given it can change so need to re-calc it anyway.
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var doAfterArgs = new DoAfterEventArgs(eventArgs.User, _mopSpeed * puddleVolume.Float() / 10.0f, target: eventArgs.Target)
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{
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BreakOnUserMove = true,
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BreakOnStun = true,
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BreakOnDamage = true,
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};
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var result = await EntitySystem.Get<DoAfterSystem>().DoAfter(doAfterArgs);
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Mopping = false;
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if (result == DoAfterStatus.Cancelled ||
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Owner.Deleted ||
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puddleComponent.Deleted)
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return false;
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// Annihilate the puddle
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var transferAmount = ReagentUnit.Min(ReagentUnit.New(5), puddleComponent.CurrentVolume, CurrentVolume);
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var puddleCleaned = puddleComponent.CurrentVolume - transferAmount <= 0;
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if (transferAmount == 0)
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{
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if (puddleComponent.EmptyHolder) //The puddle doesn't actually *have* reagents, for example vomit because there's no "vomit" reagent.
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{
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puddleComponent.Owner.Delete();
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transferAmount = ReagentUnit.Min(ReagentUnit.New(5), CurrentVolume);
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puddleCleaned = true;
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}
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else
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{
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return true;
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}
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}
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else
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{
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puddleComponent.SplitSolution(transferAmount);
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}
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if (puddleCleaned) //After cleaning the puddle, make a new puddle with solution from the mop as a "wet floor". Then evaporate it slowly.
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{
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contents.SplitSolution(transferAmount).SpillAt(eventArgs.ClickLocation, "PuddleSmear");
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}
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else
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{
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contents.SplitSolution(transferAmount);
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}
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if (!string.IsNullOrWhiteSpace(_pickupSound))
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{
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EntitySystem.Get<AudioSystem>().PlayFromEntity(_pickupSound, Owner);
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}
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return true;
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}
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}
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}
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