Files
tbd-station-14/Content.Server/GameObjects/Components/Fluids/SpillExtensions.cs
Víctor Aguilera Puerto 69059eac80 Adds new different reaction types. (#2114)
* Adds new different reaction types.
- Adds touch, injection and ingestion reactions for entities.
- Adds tile reactions.
- Removes GasSprayerComponent in favor of SprayComponent.
- Gives fire extinguishers a safety.
- Gives spray puffs a sprite.
- Improved spray and fire extinguisher in general.
- Fire extinguisher now ACTUALLY puts out fires. Amazing, eh?
- Fire extinguisher sprays three 'clouds' at once.
- Spraying flammable chemicals at fire makes them worse. Whoops!
- Gives spray and fire extinguisher their classic sounds.
- Most chemicals now don't make puddles. Too bad!
- Space lube now makes a very slippery puddle. Honk.
- Spraying water (or using a fire extinguisher) on existing puddles makes them bigger.

* Fix solution tests

* food base now has solution container with noexamine caps
2020-09-21 17:51:07 +02:00

206 lines
8.1 KiB
C#

#nullable enable
using System.Diagnostics.CodeAnalysis;
using Content.Server.Utility;
using Content.Shared.Chemistry;
using Content.Shared.GameObjects;
using Robust.Server.GameObjects.EntitySystems.TileLookup;
using Robust.Server.Interfaces.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.IoC;
using Robust.Shared.Map;
namespace Content.Server.GameObjects.Components.Fluids
{
public static class SpillExtensions
{
/// <summary>
/// Spills the specified solution at the entity's location if possible.
/// </summary>
/// <param name="entity">
/// The entity to use as a location to spill the solution at.
/// </param>
/// <param name="solution">Initial solution for the prototype.</param>
/// <param name="prototype">The prototype to use.</param>
/// <param name="sound">Play the spill sound.</param>
/// <returns>The puddle if one was created, null otherwise.</returns>
public static PuddleComponent? SpillAt(this Solution solution, IEntity entity, string prototype, bool sound = true)
{
var coordinates = entity.Transform.Coordinates;
return solution.SpillAt(coordinates, prototype, sound);
}
/// <summary>
/// Spills the specified solution at the entity's location if possible.
/// </summary>
/// <param name="entity">
/// The entity to use as a location to spill the solution at.
/// </param>
/// <param name="solution">Initial solution for the prototype.</param>
/// <param name="prototype">The prototype to use.</param>
/// <param name="puddle">The puddle if one was created, null otherwise.</param>
/// <param name="sound">Play the spill sound.</param>
/// <returns>True if a puddle was created, false otherwise.</returns>
public static bool TrySpillAt(this Solution solution, IEntity entity, string prototype, [NotNullWhen(true)] out PuddleComponent? puddle, bool sound = true)
{
puddle = solution.SpillAt(entity, prototype, sound);
return puddle != null;
}
/// <summary>
/// Spills solution at the specified grid coordinates.
/// </summary>
/// <param name="solution">Initial solution for the prototype.</param>
/// <param name="coordinates">The coordinates to spill the solution at.</param>
/// <param name="prototype">The prototype to use.</param>
/// <param name="sound">Whether or not to play the spill sound.</param>
/// <returns>The puddle if one was created, null otherwise.</returns>
public static PuddleComponent? SpillAt(this Solution solution, EntityCoordinates coordinates, string prototype, bool sound = true)
{
if (solution.TotalVolume == 0)
{
return null;
}
var mapManager = IoCManager.Resolve<IMapManager>();
var entityManager = IoCManager.Resolve<IEntityManager>();
var serverEntityManager = IoCManager.Resolve<IServerEntityManager>();
var gridId = coordinates.GetGridId(entityManager);
var mapGrid = mapManager.GetGrid(gridId);
// If space return early, let that spill go out into the void
var tileRef = mapGrid.GetTileRef(coordinates);
if (tileRef.Tile.IsEmpty)
{
return null;
}
// Get normalized co-ordinate for spill location and spill it in the centre
// TODO: Does SnapGrid or something else already do this?
var spillTileMapGrid = mapManager.GetGrid(gridId);
var spillTileRef = spillTileMapGrid.GetTileRef(coordinates).GridIndices;
var spillGridCoords = spillTileMapGrid.GridTileToLocal(spillTileRef);
var spilt = false;
foreach (var spillEntity in entityManager.GetEntitiesAt(spillTileMapGrid.ParentMapId, spillGridCoords.Position))
{
if (!spillEntity.TryGetComponent(out PuddleComponent? puddleComponent))
{
continue;
}
if (!puddleComponent.TryAddSolution(solution, sound))
{
continue;
}
spilt = true;
break;
}
// Did we add to an existing puddle
if (spilt)
{
return null;
}
var puddle = serverEntityManager.SpawnEntity(prototype, spillGridCoords);
var newPuddleComponent = puddle.GetComponent<PuddleComponent>();
newPuddleComponent.TryAddSolution(solution, sound);
return newPuddleComponent;
}
/// <summary>
/// Spills the specified solution at the entity's location if possible.
/// </summary>
/// <param name="coordinates">The coordinates to spill the solution at.</param>
/// <param name="solution">Initial solution for the prototype.</param>
/// <param name="prototype">The prototype to use.</param>
/// <param name="puddle">The puddle if one was created, null otherwise.</param>
/// <param name="sound">Play the spill sound.</param>
/// <returns>True if a puddle was created, false otherwise.</returns>
public static bool TrySpillAt(this Solution solution, EntityCoordinates coordinates, string prototype, [NotNullWhen(true)] out PuddleComponent? puddle, bool sound = true)
{
puddle = solution.SpillAt(coordinates, prototype, sound);
return puddle != null;
}
public static bool TryGetPuddle(this TileRef tileRef, GridTileLookupSystem? gridTileLookupSystem, [NotNullWhen(true)] out PuddleComponent? puddle)
{
foreach (var entity in tileRef.GetEntitiesInTileFast(gridTileLookupSystem))
{
if (entity.TryGetComponent(out PuddleComponent? p))
{
puddle = p;
return true;
}
}
puddle = null;
return false;
}
public static PuddleComponent? SpillAt(this TileRef tileRef, Solution solution, string prototype, bool overflow = true, bool sound = true)
{
if (solution.TotalVolume <= 0)
{
return null;
}
var mapManager = IoCManager.Resolve<IMapManager>();
var entityManager = IoCManager.Resolve<IEntityManager>();
var serverEntityManager = IoCManager.Resolve<IServerEntityManager>();
var gridId = tileRef.GridIndex;
// If space return early, let that spill go out into the void
if (tileRef.Tile.IsEmpty)
{
return null;
}
PuddleComponent? puddle = null;
// Get normalized co-ordinate for spill location and spill it in the centre
// TODO: Does SnapGrid or something else already do this?
var spillTileMapGrid = mapManager.GetGrid(gridId);
var spillGridCoords = spillTileMapGrid.GridTileToLocal(tileRef.GridIndices);
var spilt = false;
foreach (var spillEntity in entityManager.GetEntitiesAt(spillTileMapGrid.ParentMapId, spillGridCoords.Position))
{
if (!spillEntity.TryGetComponent(out PuddleComponent? puddleComponent))
continue;
if (!overflow && puddleComponent.WouldOverflow(solution))
return null;
if (!puddleComponent.TryAddSolution(solution, sound))
continue;
puddle = puddleComponent;
spilt = true;
break;
}
// Did we add to an existing puddle
if (spilt)
{
return puddle;
}
var puddleEnt = serverEntityManager.SpawnEntity(prototype, spillGridCoords);
puddle = puddleEnt.GetComponent<PuddleComponent>();
puddle.TryAddSolution(solution, sound);
return puddle;
}
}
}