Files
tbd-station-14/Content.Server/Fluids/EntitySystems/SmokeSystem.cs
Emisse 938d6d9945 Revert "Solution Entities" (#23160)
Revert "Solution Entities (#21916)"

This reverts commit d75e743dd7.
2023-12-28 20:45:42 -07:00

346 lines
13 KiB
C#

using System.Linq;
using Content.Server.Administration.Logs;
using Content.Server.Body.Components;
using Content.Server.Body.Systems;
using Content.Server.Chemistry.ReactionEffects;
using Content.Server.Spreader;
using Content.Shared.Chemistry;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.EntitySystems;
using Content.Shared.Chemistry.Reaction;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Database;
using Content.Shared.FixedPoint;
using Content.Shared.Smoking;
using Robust.Server.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Events;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using TimedDespawnComponent = Robust.Shared.Spawners.TimedDespawnComponent;
namespace Content.Server.Fluids.EntitySystems;
/// <summary>
/// Handles non-atmos solution entities similar to puddles.
/// </summary>
public sealed class SmokeSystem : EntitySystem
{
// If I could do it all again this could probably use a lot more of puddles.
[Dependency] private readonly IAdminLogManager _logger = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IPrototypeManager _prototype = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly AppearanceSystem _appearance = default!;
[Dependency] private readonly BloodstreamSystem _blood = default!;
[Dependency] private readonly InternalsSystem _internals = default!;
[Dependency] private readonly ReactiveSystem _reactive = default!;
[Dependency] private readonly SharedBroadphaseSystem _broadphase = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly SolutionContainerSystem _solutionSystem = default!;
[Dependency] private readonly TransformSystem _transform = default!;
private EntityQuery<SmokeComponent> _smokeQuery;
private EntityQuery<SmokeAffectedComponent> _smokeAffectedQuery;
/// <inheritdoc/>
public override void Initialize()
{
base.Initialize();
_smokeQuery = GetEntityQuery<SmokeComponent>();
_smokeAffectedQuery = GetEntityQuery<SmokeAffectedComponent>();
SubscribeLocalEvent<SmokeComponent, StartCollideEvent>(OnStartCollide);
SubscribeLocalEvent<SmokeComponent, EndCollideEvent>(OnEndCollide);
SubscribeLocalEvent<SmokeComponent, ReactionAttemptEvent>(OnReactionAttempt);
SubscribeLocalEvent<SmokeComponent, SpreadNeighborsEvent>(OnSmokeSpread);
SubscribeLocalEvent<SmokeAffectedComponent, EntityUnpausedEvent>(OnAffectedUnpaused);
}
/// <inheritdoc/>
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<SmokeAffectedComponent>();
var curTime = _timing.CurTime;
while (query.MoveNext(out var uid, out var smoke))
{
if (curTime < smoke.NextSecond)
continue;
smoke.NextSecond += TimeSpan.FromSeconds(1);
SmokeReact(uid, smoke.SmokeEntity);
}
}
private void OnStartCollide(EntityUid uid, SmokeComponent component, ref StartCollideEvent args)
{
if (_smokeAffectedQuery.HasComponent(args.OtherEntity))
return;
var smokeAffected = AddComp<SmokeAffectedComponent>(args.OtherEntity);
smokeAffected.SmokeEntity = uid;
smokeAffected.NextSecond = _timing.CurTime + TimeSpan.FromSeconds(1);
}
private void OnEndCollide(EntityUid uid, SmokeComponent component, ref EndCollideEvent args)
{
// if we are already in smoke, make sure the thing we are exiting is the current smoke we are in.
if (_smokeAffectedQuery.TryGetComponent(args.OtherEntity, out var smokeAffectedComponent))
{
if (smokeAffectedComponent.SmokeEntity != uid)
return;
}
var exists = Exists(uid);
if (!TryComp<PhysicsComponent>(args.OtherEntity, out var body))
return;
foreach (var ent in _physics.GetContactingEntities(args.OtherEntity, body))
{
if (exists && ent == uid)
continue;
if (!_smokeQuery.HasComponent(ent))
continue;
smokeAffectedComponent ??= EnsureComp<SmokeAffectedComponent>(args.OtherEntity);
smokeAffectedComponent.SmokeEntity = ent;
return; // exit the function so we don't remove the component.
}
if (smokeAffectedComponent != null)
RemComp(args.OtherEntity, smokeAffectedComponent);
}
private void OnAffectedUnpaused(EntityUid uid, SmokeAffectedComponent component, ref EntityUnpausedEvent args)
{
component.NextSecond += args.PausedTime;
}
private void OnSmokeSpread(EntityUid uid, SmokeComponent component, ref SpreadNeighborsEvent args)
{
if (component.SpreadAmount == 0 || !_solutionSystem.TryGetSolution(uid, SmokeComponent.SolutionName, out var solution))
{
RemCompDeferred<ActiveEdgeSpreaderComponent>(uid);
return;
}
if (Prototype(uid) is not { } prototype)
{
RemCompDeferred<ActiveEdgeSpreaderComponent>(uid);
return;
}
if (!args.NeighborFreeTiles.Any())
return;
TryComp<TimedDespawnComponent>(uid, out var timer);
// wtf is the logic behind any of this.
var smokePerSpread = component.SpreadAmount / Math.Max(1, args.NeighborFreeTiles.Count);
foreach (var neighbor in args.NeighborFreeTiles)
{
var coords = neighbor.Grid.GridTileToLocal(neighbor.Tile);
var ent = Spawn(prototype.ID, coords);
var spreadAmount = Math.Max(0, smokePerSpread);
component.SpreadAmount -= args.NeighborFreeTiles.Count();
StartSmoke(ent, solution.Clone(), timer?.Lifetime ?? component.Duration, spreadAmount);
if (component.SpreadAmount == 0)
{
RemCompDeferred<ActiveEdgeSpreaderComponent>(uid);
break;
}
}
args.Updates--;
if (args.NeighborFreeTiles.Count > 0 || args.Neighbors.Count == 0 || component.SpreadAmount < 1)
return;
// We have no more neighbours to spread to. So instead we will randomly distribute our volume to neighbouring smoke tiles.
var smokeQuery = GetEntityQuery<SmokeComponent>();
_random.Shuffle(args.Neighbors);
foreach (var neighbor in args.Neighbors)
{
if (!smokeQuery.TryGetComponent(neighbor, out var smoke))
continue;
smoke.SpreadAmount++;
component.SpreadAmount--;
EnsureComp<ActiveEdgeSpreaderComponent>(neighbor);
if (component.SpreadAmount == 0)
{
RemCompDeferred<ActiveEdgeSpreaderComponent>(uid);
break;
}
}
}
private void OnReactionAttempt(EntityUid uid, SmokeComponent component, ReactionAttemptEvent args)
{
if (args.Solution.Name != SmokeComponent.SolutionName)
return;
// Prevent smoke/foam fork bombs (smoke creating more smoke).
foreach (var effect in args.Reaction.Effects)
{
if (effect is AreaReactionEffect)
{
args.Cancel();
return;
}
}
}
/// <summary>
/// Sets up a smoke component for spreading.
/// </summary>
public void StartSmoke(EntityUid uid, Solution solution, float duration, int spreadAmount, SmokeComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
component.SpreadAmount = spreadAmount;
component.Duration = duration;
component.TransferRate = solution.Volume / duration;
TryAddSolution(uid, solution);
Dirty(uid, component);
EnsureComp<ActiveEdgeSpreaderComponent>(uid);
if (TryComp<PhysicsComponent>(uid, out var body) && TryComp<FixturesComponent>(uid, out var fixtures))
{
var xform = Transform(uid);
_physics.SetBodyType(uid, BodyType.Dynamic, fixtures, body, xform);
_physics.SetCanCollide(uid, true, manager: fixtures, body: body);
_broadphase.RegenerateContacts(uid, body, fixtures, xform);
}
var timer = EnsureComp<TimedDespawnComponent>(uid);
timer.Lifetime = duration;
// The tile reaction happens here because it only occurs once.
ReactOnTile(uid, component);
}
/// <summary>
/// Does the relevant smoke reactions for an entity.
/// </summary>
public void SmokeReact(EntityUid entity, EntityUid smokeUid, SmokeComponent? component = null)
{
if (!Resolve(smokeUid, ref component))
return;
if (!_solutionSystem.TryGetSolution(smokeUid, SmokeComponent.SolutionName, out var solution) ||
solution.Contents.Count == 0)
{
return;
}
ReactWithEntity(entity, smokeUid, solution, component);
UpdateVisuals(smokeUid);
}
private void ReactWithEntity(EntityUid entity, EntityUid smokeUid, Solution solution, SmokeComponent? component = null)
{
if (!Resolve(smokeUid, ref component))
return;
if (!TryComp<BloodstreamComponent>(entity, out var bloodstream))
return;
var blockIngestion = _internals.AreInternalsWorking(entity);
var cloneSolution = solution.Clone();
var availableTransfer = FixedPoint2.Min(cloneSolution.Volume, component.TransferRate);
var transferAmount = FixedPoint2.Min(availableTransfer, bloodstream.ChemicalSolution.AvailableVolume);
var transferSolution = cloneSolution.SplitSolution(transferAmount);
foreach (var reagentQuantity in transferSolution.Contents.ToArray())
{
if (reagentQuantity.Quantity == FixedPoint2.Zero)
continue;
var reagentProto = _prototype.Index<ReagentPrototype>(reagentQuantity.Reagent.Prototype);
_reactive.ReactionEntity(entity, ReactionMethod.Touch, reagentProto, reagentQuantity, transferSolution);
if (!blockIngestion)
_reactive.ReactionEntity(entity, ReactionMethod.Ingestion, reagentProto, reagentQuantity, transferSolution);
}
if (blockIngestion)
return;
if (_blood.TryAddToChemicals(entity, transferSolution, bloodstream))
{
// Log solution addition by smoke
_logger.Add(LogType.ForceFeed, LogImpact.Medium, $"{ToPrettyString(entity):target} ingested smoke {SolutionContainerSystem.ToPrettyString(transferSolution)}");
}
}
private void ReactOnTile(EntityUid uid, SmokeComponent? component = null, TransformComponent? xform = null)
{
if (!Resolve(uid, ref component, ref xform))
return;
if (!_solutionSystem.TryGetSolution(uid, SmokeComponent.SolutionName, out var solution) || !solution.Any())
return;
if (!_mapManager.TryGetGrid(xform.GridUid, out var mapGrid))
return;
var tile = mapGrid.GetTileRef(xform.Coordinates.ToVector2i(EntityManager, _mapManager, _transform));
foreach (var reagentQuantity in solution.Contents.ToArray())
{
if (reagentQuantity.Quantity == FixedPoint2.Zero)
continue;
var reagent = _prototype.Index<ReagentPrototype>(reagentQuantity.Reagent.Prototype);
reagent.ReactionTile(tile, reagentQuantity.Quantity);
}
}
/// <summary>
/// Adds the specified solution to the relevant smoke solution.
/// </summary>
private void TryAddSolution(EntityUid uid, Solution solution)
{
if (solution.Volume == FixedPoint2.Zero)
return;
if (!_solutionSystem.TryGetSolution(uid, SmokeComponent.SolutionName, out var solutionArea))
return;
var addSolution =
solution.SplitSolution(FixedPoint2.Min(solution.Volume, solutionArea.AvailableVolume));
_solutionSystem.TryAddSolution(uid, solutionArea, addSolution);
UpdateVisuals(uid);
}
private void UpdateVisuals(EntityUid uid)
{
if (!TryComp(uid, out AppearanceComponent? appearance) ||
!_solutionSystem.TryGetSolution(uid, SmokeComponent.SolutionName, out var solution))
return;
var color = solution.GetColor(_prototype);
_appearance.SetData(uid, SmokeVisuals.Color, color, appearance);
}
}