258 lines
10 KiB
C#
258 lines
10 KiB
C#
using System.Linq;
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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.Reagent;
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using Content.Shared.DoAfter;
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using Content.Shared.DragDrop;
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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.Movement.Events;
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using Content.Shared.StepTrigger.Components;
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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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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 IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
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private string[] _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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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RefillableSolutionComponent, CanDragEvent>(OnRefillableCanDrag);
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SubscribeLocalEvent<DumpableSolutionComponent, CanDropTargetEvent>(OnDumpCanDropTarget);
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SubscribeLocalEvent<DrainableSolutionComponent, CanDropTargetEvent>(OnDrainCanDropTarget);
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SubscribeLocalEvent<RefillableSolutionComponent, CanDropDraggedEvent>(OnRefillableCanDropDragged);
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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<PrototypesReloadedEventArgs>(OnPrototypesReloaded);
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CacheStandsout();
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InitializeSpillable();
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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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protected virtual 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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UpdateAppearance((entity, entity.Comp));
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}
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private void OnRefillableCanDrag(Entity<RefillableSolutionComponent> entity, ref CanDragEvent args)
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{
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args.Handled = true;
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}
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private void OnDumpCanDropTarget(Entity<DumpableSolutionComponent> entity, ref CanDropTargetEvent args)
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{
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if (HasComp<DrainableSolutionComponent>(args.Dragged))
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{
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args.CanDrop = true;
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args.Handled = true;
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}
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}
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private void OnDrainCanDropTarget(Entity<DrainableSolutionComponent> entity, ref CanDropTargetEvent args)
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{
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if (HasComp<RefillableSolutionComponent>(args.Dragged))
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{
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args.CanDrop = true;
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args.Handled = true;
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}
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}
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private void OnRefillableCanDropDragged(Entity<RefillableSolutionComponent> entity, ref CanDropDraggedEvent args)
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{
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if (!HasComp<DrainableSolutionComponent>(args.Target) && !HasComp<DumpableSolutionComponent>(args.Target))
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return;
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args.CanDrop = true;
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args.Handled = true;
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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 (TryComp<StepTriggerComponent>(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 (HasComp<EvaporationComponent>(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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// 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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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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/// <summary>
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/// <see cref="TrySpillAt(EntityCoordinates, Solution, out EntityUid, bool)"/>
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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(EntityUid uid, Solution solution, out EntityUid puddleUid, bool sound = true,
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TransformComponent? transformComponent = null);
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/// <summary>
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/// <see cref="TrySpillAt(EntityCoordinates, Solution, out EntityUid, bool)"/>
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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(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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