125 lines
4.3 KiB
C#
125 lines
4.3 KiB
C#
using Content.Server.GameObjects.Components.Chemistry;
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using Content.Server.Utility;
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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 Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Localization;
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using Robust.Shared.Serialization;
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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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internal SolutionComponent Contents => _contents;
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private SolutionComponent _contents;
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public ReagentUnit MaxVolume
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{
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get => _contents.MaxVolume;
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set => _contents.MaxVolume = value;
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}
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public ReagentUnit CurrentVolume => _contents.CurrentVolume;
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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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public ReagentUnit PickupAmount => _pickupAmount;
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private ReagentUnit _pickupAmount;
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private string _pickupSound;
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/// <inheritdoc />
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public override void ExposeData(ObjectSerializer serializer)
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{
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serializer.DataFieldCached(ref _pickupSound, "pickup_sound", "/Audio/Effects/Fluids/slosh.ogg");
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// The turbo mop will pickup more
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serializer.DataFieldCached(ref _pickupAmount, "pickup_amount", ReagentUnit.New(5));
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}
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public override void Initialize()
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{
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base.Initialize();
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_contents = Owner.GetComponent<SolutionComponent>();
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}
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void IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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{
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if (!InteractionChecks.InRangeUnobstructed(eventArgs)) return;
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if (CurrentVolume <= 0)
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{
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return;
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}
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//Solution solution;
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if (eventArgs.Target == null)
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{
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// Drop the liquid on the mop on to the ground
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SpillHelper.SpillAt(eventArgs.ClickLocation, _contents.SplitSolution(CurrentVolume), "PuddleSmear");
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return;
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}
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if (!eventArgs.Target.TryGetComponent(out PuddleComponent puddleComponent))
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{
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return;
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}
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// Essentially pickup either:
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// - _pickupAmount,
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// - whatever's left in the puddle, or
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// - whatever we can still hold (whichever's smallest)
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var transferAmount = ReagentUnit.Min(ReagentUnit.New(5), puddleComponent.CurrentVolume, CurrentVolume);
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bool 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;
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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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SpillHelper.SpillAt(eventArgs.ClickLocation, _contents.SplitSolution(transferAmount), "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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// Give some visual feedback shit's happening (for anyone who can't hear sound)
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Owner.PopupMessage(eventArgs.User, Loc.GetString("Swish"));
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if (_pickupSound == null)
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{
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return;
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}
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EntitySystem.Get<AudioSystem>().PlayFromEntity(_pickupSound, Owner);
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}
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}
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}
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