* fix: formating warnings * split GetAbsorbentReagents into string and protoid * fix: changed SplitSolutionWhitout [obsolete] to use new method * fix: missing using directive after merge * Replaced methods with ProtoId variant
396 lines
17 KiB
C#
396 lines
17 KiB
C#
using System.Linq;
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using Content.Shared.Administration.Logs;
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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.EntitySystems;
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using Content.Shared.Chemistry.Reaction;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.DoAfter;
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using Content.Shared.Examine;
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using Content.Shared.FixedPoint;
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using Content.Shared.Fluids.Components;
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using Content.Shared.Friction;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Events;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Nutrition.EntitySystems;
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using Content.Shared.Popups;
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using Content.Shared.Slippery;
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using Content.Shared.StepTrigger.Components;
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using Content.Shared.StepTrigger.Systems;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Containers;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Shared.Fluids;
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public abstract partial class SharedPuddleSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] protected readonly ISharedAdminLogManager AdminLogger = default!;
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[Dependency] protected readonly OpenableSystem Openable = default!;
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[Dependency] protected readonly ReactiveSystem Reactive = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] protected readonly SharedAudioSystem Audio = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
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[Dependency] protected readonly SharedPopupSystem Popups = default!;
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[Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!;
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[Dependency] private readonly SpeedModifierContactsSystem _speedModContacts = default!;
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[Dependency] private readonly StepTriggerSystem _stepTrigger = default!;
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[Dependency] private readonly TileFrictionController _tile = default!;
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private ProtoId<ReagentPrototype>[] _standoutReagents = [];
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/// <summary>
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/// The lowest threshold to be considered for puddle sprite states as well as slipperiness of a puddle.
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/// </summary>
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public const float LowThreshold = 0.3f;
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public const float MediumThreshold = 0.6f;
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// Using local deletion queue instead of the standard queue so that we can easily "undelete" if a puddle
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// loses & then gains reagents in a single tick.
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private HashSet<EntityUid> _deletionQueue = [];
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private EntityQuery<StepTriggerComponent> _stepTriggerQuery;
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private EntityQuery<ReactiveComponent> _reactiveQuery;
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private EntityQuery<EvaporationComponent> _evaporationQuery;
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public override void Initialize()
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{
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base.Initialize();
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// Shouldn't need re-anchoring.
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SubscribeLocalEvent<PuddleComponent, AnchorStateChangedEvent>(OnAnchorChanged);
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SubscribeLocalEvent<PuddleComponent, SolutionContainerChangedEvent>(OnSolutionUpdate);
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SubscribeLocalEvent<PuddleComponent, GetFootstepSoundEvent>(OnGetFootstepSound);
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SubscribeLocalEvent<PuddleComponent, ExaminedEvent>(HandlePuddleExamined);
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SubscribeLocalEvent<PuddleComponent, EntRemovedFromContainerMessage>(OnEntRemoved);
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SubscribeLocalEvent<EvaporationComponent, MapInitEvent>(OnEvaporationMapInit);
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SubscribeLocalEvent<PrototypesReloadedEventArgs>(OnPrototypesReloaded);
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_stepTriggerQuery = GetEntityQuery<StepTriggerComponent>();
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_reactiveQuery = GetEntityQuery<ReactiveComponent>();
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_evaporationQuery = GetEntityQuery<EvaporationComponent>();
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CacheStandsout();
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InitializeSpillable();
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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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foreach (var ent in _deletionQueue)
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{
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// It's possible to have items in the queue that are already being deleted but threw a
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// SolutionContainerChangedEvent as a part of their shutdown, like during a round restart.
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if (!TerminatingOrDeleted(ent))
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PredictedDel(ent);
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}
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_deletionQueue.Clear();
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TickEvaporation();
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}
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private void OnPrototypesReloaded(PrototypesReloadedEventArgs ev)
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{
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if (ev.WasModified<ReagentPrototype>())
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CacheStandsout();
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}
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/// <summary>
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/// Used to cache standout reagents for future use.
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/// </summary>
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private void CacheStandsout()
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{
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_standoutReagents = [.. _prototypeManager.EnumeratePrototypes<ReagentPrototype>().Where(x => x.Standsout).Select(x => x.ID)];
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}
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private void OnSolutionUpdate(Entity<PuddleComponent> entity, ref SolutionContainerChangedEvent args)
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{
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if (args.SolutionId != entity.Comp.SolutionName)
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return;
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if (args.Solution.Volume <= 0)
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{
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_deletionQueue.Add(entity);
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return;
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}
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_deletionQueue.Remove(entity);
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UpdateSlip((entity, entity.Comp), args.Solution);
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UpdateSlow(entity, args.Solution);
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UpdateEvaporation(entity, args.Solution);
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UpdateAppearance((entity, entity.Comp));
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}
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private void OnGetFootstepSound(Entity<PuddleComponent> entity, ref GetFootstepSoundEvent args)
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{
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if (!_solutionContainerSystem.ResolveSolution(entity.Owner, entity.Comp.SolutionName, ref entity.Comp.Solution,
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out var solution))
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return;
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var reagentId = solution.GetPrimaryReagentId();
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if (!string.IsNullOrWhiteSpace(reagentId?.Prototype)
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&& _prototypeManager.TryIndex(reagentId.Value.Prototype, out ReagentPrototype? proto))
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{
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args.Sound = proto.FootstepSound;
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}
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}
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private void HandlePuddleExamined(Entity<PuddleComponent> entity, ref ExaminedEvent args)
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{
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using (args.PushGroup(nameof(PuddleComponent)))
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{
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if (_stepTriggerQuery.TryComp(entity, out var slippery) && slippery.Active)
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{
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args.PushMarkup(Loc.GetString("puddle-component-examine-is-slippery-text"));
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}
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if (_evaporationQuery.HasComp(entity) &&
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_solutionContainerSystem.ResolveSolution(entity.Owner, entity.Comp.SolutionName,
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ref entity.Comp.Solution, out var solution))
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{
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if (CanFullyEvaporate(solution))
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args.PushMarkup(Loc.GetString("puddle-component-examine-evaporating"));
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else if (solution.GetTotalPrototypeQuantity(GetEvaporatingReagents(solution)) > FixedPoint2.Zero)
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args.PushMarkup(Loc.GetString("puddle-component-examine-evaporating-partial"));
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else
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args.PushMarkup(Loc.GetString("puddle-component-examine-evaporating-no"));
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}
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else
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args.PushMarkup(Loc.GetString("puddle-component-examine-evaporating-no"));
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}
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}
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private void OnAnchorChanged(Entity<PuddleComponent> entity, ref AnchorStateChangedEvent args)
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{
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if (!args.Anchored)
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PredictedQueueDel(entity.Owner);
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}
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// Workaround for https://github.com/space-wizards/space-station-14/pull/35314
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private void OnEntRemoved(Entity<PuddleComponent> ent, ref EntRemovedFromContainerMessage args)
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{
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// Make sure the removed entity was our contained solution and clear our cached reference
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if (args.Entity == ent.Comp.Solution?.Owner)
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ent.Comp.Solution = null;
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}
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private void UpdateAppearance(Entity<PuddleComponent?, AppearanceComponent?> ent)
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{
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var (uid, puddle, appearance) = ent;
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if (!Resolve(ent, ref puddle, ref appearance))
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return;
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var volume = FixedPoint2.Zero;
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var color = Color.White;
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if (_solutionContainerSystem.ResolveSolution(uid,
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puddle.SolutionName,
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ref puddle.Solution,
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out var solution))
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{
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volume = solution.Volume / puddle.OverflowVolume;
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// Make blood stand out more
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// Kinda EH
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// Could potentially do alpha per-solution but future problem.
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color = solution.GetColorWithout(_prototypeManager, _standoutReagents);
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color = color.WithAlpha(0.7f);
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foreach (var standout in _standoutReagents)
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{
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var quantity = solution.GetTotalPrototypeQuantity(standout);
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if (quantity <= FixedPoint2.Zero)
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continue;
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var interpolateValue = quantity.Float() / solution.Volume.Float();
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color = Color.InterpolateBetween(color,
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_prototypeManager.Index<ReagentPrototype>(standout).SubstanceColor,
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interpolateValue);
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}
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}
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_appearance.SetData(ent, PuddleVisuals.CurrentVolume, volume.Float(), appearance);
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_appearance.SetData(ent, PuddleVisuals.SolutionColor, color, appearance);
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}
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private void UpdateSlip(Entity<PuddleComponent> entity, Solution solution)
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{
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if (!_stepTriggerQuery.TryComp(entity, out var comp))
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return;
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// Ensure we actually have the component
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EnsureComp<TileFrictionModifierComponent>(entity);
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EnsureComp<SlipperyComponent>(entity, out var slipComp);
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// This is the base amount of reagent needed before a puddle can be considered slippery. Is defined based on
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// the sprite threshold for a puddle larger than 5 pixels.
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var smallPuddleThreshold = FixedPoint2.New(entity.Comp.OverflowVolume.Float() * LowThreshold);
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// Stores how many units of slippery reagents a puddle has
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var slipperyUnits = FixedPoint2.Zero;
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// Stores how many units of super slippery reagents a puddle has
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var superSlipperyUnits = FixedPoint2.Zero;
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// These three values will be averaged later and all start at zero so the calculations work
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// A cumulative weighted amount of minimum speed to slip values
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var puddleFriction = FixedPoint2.Zero;
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// A cumulative weighted amount of minimum speed to slip values
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var slipStepTrigger = FixedPoint2.Zero;
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// A cumulative weighted amount of launch multipliers from slippery reagents
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var launchMult = FixedPoint2.Zero;
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// A cumulative weighted amount of stun times from slippery reagents
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var stunTimer = TimeSpan.Zero;
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// A cumulative weighted amount of knockdown times from slippery reagents
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var knockdownTimer = TimeSpan.Zero;
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// Check if the puddle is big enough to slip in to avoid doing unnecessary logic
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if (solution.Volume <= smallPuddleThreshold)
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{
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_stepTrigger.SetActive(entity, false, comp);
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_tile.SetModifier(entity, 1f);
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slipComp.SlipData.SlipFriction = 1f;
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slipComp.AffectsSliding = false;
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Dirty(entity, slipComp);
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return;
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}
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slipComp.AffectsSliding = true;
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foreach (var (reagent, quantity) in solution.Contents)
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{
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var reagentProto = _prototypeManager.Index<ReagentPrototype>(reagent.Prototype);
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// Calculate the minimum speed needed to slip in the puddle. Average the overall slip thresholds for all reagents
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var deltaSlipTrigger = reagentProto.SlipData?.RequiredSlipSpeed ?? entity.Comp.DefaultSlippery;
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slipStepTrigger += quantity * deltaSlipTrigger;
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// Aggregate Friction based on quantity
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puddleFriction += reagentProto.Friction * quantity;
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if (reagentProto.SlipData == null)
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continue;
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slipperyUnits += quantity;
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// Aggregate launch speed based on quantity
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launchMult += reagentProto.SlipData.LaunchForwardsMultiplier * quantity;
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// Aggregate stun times based on quantity
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stunTimer += reagentProto.SlipData.StunTime * (float)quantity;
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knockdownTimer += reagentProto.SlipData.KnockdownTime * (float)quantity;
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if (reagentProto.SlipData.SuperSlippery)
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superSlipperyUnits += quantity;
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}
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// Turn on the step trigger if it's slippery
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_stepTrigger.SetActive(entity, slipperyUnits > smallPuddleThreshold, comp);
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// This is based of the total volume and not just the slippery volume because there is a default
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// slippery for all reagents even if they aren't technically slippery.
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slipComp.SlipData.RequiredSlipSpeed = (float)(slipStepTrigger / solution.Volume);
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_stepTrigger.SetRequiredTriggerSpeed(entity, slipComp.SlipData.RequiredSlipSpeed);
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// Divide these both by only total amount of slippery reagents.
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// A puddle with 10 units of lube vs a puddle with 10 of lube and 20 catchup should stun and launch forward the same amount.
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if (slipperyUnits > 0)
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{
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slipComp.SlipData.LaunchForwardsMultiplier = (float)(launchMult/slipperyUnits);
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slipComp.SlipData.StunTime = (stunTimer/(float)slipperyUnits);
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slipComp.SlipData.KnockdownTime = (knockdownTimer/(float)slipperyUnits);
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}
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// Only make it super slippery if there is enough super slippery units for its own puddle
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slipComp.SlipData.SuperSlippery = superSlipperyUnits >= smallPuddleThreshold;
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// Lower tile friction based on how slippery it is, lets items slide across a puddle of lube
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slipComp.SlipData.SlipFriction = (float)(puddleFriction/solution.Volume);
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_tile.SetModifier(entity, slipComp.SlipData.SlipFriction);
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Dirty(entity, slipComp);
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}
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private void UpdateSlow(EntityUid uid, Solution solution)
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{
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var maxViscosity = 0f;
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foreach (var (reagent, _) in solution.Contents)
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{
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var reagentProto = _prototypeManager.Index<ReagentPrototype>(reagent.Prototype);
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maxViscosity = Math.Max(maxViscosity, reagentProto.Viscosity);
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}
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if (maxViscosity > 0)
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{
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var comp = EnsureComp<SpeedModifierContactsComponent>(uid);
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var speed = 1 - maxViscosity;
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_speedModContacts.ChangeSpeedModifiers(uid, speed, comp);
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}
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else
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{
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RemComp<SpeedModifierContactsComponent>(uid);
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}
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}
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public void DoTileReactions(TileRef tileRef, Solution solution)
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{
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for (var i = solution.Contents.Count - 1; i >= 0; i--)
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{
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var (reagent, quantity) = solution.Contents[i];
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var proto = _prototypeManager.Index<ReagentPrototype>(reagent.Prototype);
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var removed = proto.ReactionTile(tileRef, quantity, EntityManager, reagent.Data);
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if (removed <= FixedPoint2.Zero)
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continue;
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solution.RemoveReagent(reagent, removed);
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}
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}
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#region Spill
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// These methods are in Shared to make it easier to interact with PuddleSystem in Shared code.
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// Note that they always fail when run on the client, not creating a puddle and returning false.
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// Adding proper prediction to this system would require spawning temporary puddle entities on the
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// client and replacing or merging them with the ones spawned by the server when the client goes to
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// replicate those, and I am not enough of a wizard to attempt implementing that.
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/// <summary>
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/// First splashes reagent on reactive entities near the spilling entity, then spills the rest regularly to a
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/// puddle. This is intended for 'destructive' spills, like when entities are destroyed or thrown.
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/// </summary>
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/// <remarks>
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/// On the client, this will always set <paramref name="puddleUid"/> to <see cref="EntityUid.Invalid"/> and return false.
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/// </remarks>
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public abstract bool TrySplashSpillAt(EntityUid uid,
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EntityCoordinates coordinates,
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Solution solution,
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out EntityUid puddleUid,
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bool sound = true,
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EntityUid? user = null);
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/// <summary>
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/// Spills solution at the specified coordinates.
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/// Will add to an existing puddle if present or create a new one if not.
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/// </summary>
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/// <remarks>
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/// On the client, this will always set <paramref name="puddleUid"/> to <see cref="EntityUid.Invalid"/> and return false.
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/// </remarks>
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public abstract bool TrySpillAt(EntityCoordinates coordinates, Solution solution, out EntityUid puddleUid, bool sound = true);
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/// <inheritdoc cref="TrySpillAt(EntityCoordinates, Solution, out EntityUid, bool)"/>
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public abstract bool TrySpillAt(EntityUid uid, Solution solution, out EntityUid puddleUid, bool sound = true,
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TransformComponent? transformComponent = null);
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/// <inheritdoc cref="TrySpillAt(EntityCoordinates, Solution, out EntityUid, bool)"/>
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public abstract bool TrySpillAt(TileRef tileRef, Solution solution, out EntityUid puddleUid, bool sound = true,
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bool tileReact = true);
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#endregion Spill
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}
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