* Adds smoke reaction effect * smoke tweaks * address reviews * Smoke fix * Refactor smoke and add foam * Fix stuff * Remove thing * Little things * Address some comments * Address more things * More addressing * License stuff * Address refactor request * Small things * Add nullability * Update Content.Server/GameObjects/EntitySystems/SolutionAreaEffectSystem.cs Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
189 lines
7.1 KiB
C#
189 lines
7.1 KiB
C#
#nullable enable
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using System;
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using System.Linq;
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using Content.Server.GameObjects.Components.Atmos;
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using Content.Server.Utility;
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using Content.Shared.Chemistry;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.ComponentDependencies;
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using Robust.Shared.GameObjects.Components.Transform;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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namespace Content.Server.GameObjects.Components.Chemistry
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{
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/// <summary>
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/// Used to clone its owner repeatedly and group up them all so they behave like one unit, that way you can have
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/// effects that cover an area. Inherited by <see cref="SmokeSolutionAreaEffectComponent"/> and <see cref="FoamSolutionAreaEffectComponent"/>.
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/// </summary>
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public abstract class SolutionAreaEffectComponent : Component
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{
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[Dependency] protected readonly IMapManager MapManager = default!;
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[Dependency] protected readonly IPrototypeManager PrototypeManager = default!;
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[ComponentDependency] protected readonly SnapGridComponent? SnapGridComponent = default!;
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[ComponentDependency] protected readonly SolutionContainerComponent? SolutionContainerComponent = default!;
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public int Amount { get; set; }
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public SolutionAreaEffectInceptionComponent? Inception { get; set; }
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/// <summary>
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/// Adds an <see cref="SolutionAreaEffectInceptionComponent"/> to owner so the effect starts spreading and reacting.
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/// </summary>
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/// <param name="amount">The range of the effect</param>
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/// <param name="duration"></param>
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/// <param name="spreadDelay"></param>
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/// <param name="removeDelay"></param>
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public void Start(int amount, float duration, float spreadDelay, float removeDelay)
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{
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if (Inception != null)
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return;
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if (Owner.HasComponent<SolutionAreaEffectInceptionComponent>())
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return;
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Amount = amount;
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var inception = Owner.AddComponent<SolutionAreaEffectInceptionComponent>();
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inception.Add(this);
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inception.Setup(amount, duration, spreadDelay, removeDelay);
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}
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/// <summary>
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/// Gets called by an AreaEffectInceptionComponent. "Clones" Owner into the four directions and copies the
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/// solution into each of them.
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/// </summary>
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public void Spread()
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{
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if (Owner.Prototype == null)
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{
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Logger.Error("AreaEffectComponent needs its owner to be spawned by a prototype.");
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return;
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}
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if (SnapGridComponent == null)
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{
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Logger.Error("AreaEffectComponent attached to " + Owner.Prototype.ID +
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" couldn't get SnapGridComponent from owner.");
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return;
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}
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void SpreadToDir(Direction dir)
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{
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foreach (var neighbor in SnapGridComponent.GetInDir(dir))
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{
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if (neighbor.TryGetComponent(out SolutionAreaEffectComponent? comp) && comp.Inception == Inception)
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return;
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if (neighbor.TryGetComponent(out AirtightComponent? airtight) && airtight.AirBlocked)
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return;
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}
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var newEffect =
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Owner.EntityManager.SpawnEntity(Owner.Prototype.ID, SnapGridComponent.DirectionToGrid(dir));
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if (!newEffect.TryGetComponent(out SolutionAreaEffectComponent? effectComponent))
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{
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newEffect.Delete();
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return;
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}
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if (SolutionContainerComponent != null)
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{
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effectComponent.TryAddSolution(SolutionContainerComponent.Solution.Clone());
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}
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effectComponent.Amount = Amount - 1;
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Inception?.Add(effectComponent);
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}
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SpreadToDir(Direction.North);
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SpreadToDir(Direction.East);
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SpreadToDir(Direction.South);
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SpreadToDir(Direction.West);
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}
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/// <summary>
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/// Gets called by an AreaEffectInceptionComponent.
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/// Removes this component from its inception and calls OnKill(). The implementation of OnKill() should
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/// eventually delete the entity.
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/// </summary>
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public void Kill()
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{
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Inception?.Remove(this);
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OnKill();
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}
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protected abstract void OnKill();
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/// <summary>
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/// Gets called by an AreaEffectInceptionComponent.
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/// Makes this effect's reagents react with the tile its on and with the entities it covers. Also calls
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/// ReactWithEntity on the entities so inheritors can implement more specific behavior.
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/// </summary>
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/// <param name="averageExposures">How many times will this get called over this area effect's duration, averaged
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/// with the other area effects from the inception.</param>
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public void React(float averageExposures)
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{
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if (SolutionContainerComponent == null)
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return;
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var mapGrid = MapManager.GetGrid(Owner.Transform.GridID);
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var tile = mapGrid.GetTileRef(Owner.Transform.Coordinates.ToVector2i(Owner.EntityManager, MapManager));
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var solutionFraction = 1 / Math.Floor(averageExposures);
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foreach (var reagentQuantity in SolutionContainerComponent.ReagentList.ToArray())
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{
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if (reagentQuantity.Quantity == ReagentUnit.Zero) continue;
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var reagent = PrototypeManager.Index<ReagentPrototype>(reagentQuantity.ReagentId);
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// React with the tile the effect is on
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reagent.ReactionTile(tile, reagentQuantity.Quantity * solutionFraction);
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// Touch every entity on the tile
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foreach (var entity in tile.GetEntitiesInTileFast())
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{
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reagent.ReactionEntity(entity, ReactionMethod.Touch, reagentQuantity.Quantity * solutionFraction);
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}
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}
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foreach (var entity in tile.GetEntitiesInTileFast())
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{
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ReactWithEntity(entity, solutionFraction);
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}
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}
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protected abstract void ReactWithEntity(IEntity entity, double solutionFraction);
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public void TryAddSolution(Solution solution)
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{
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if (solution.TotalVolume == 0)
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return;
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if (SolutionContainerComponent == null)
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return;
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var addSolution =
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solution.SplitSolution(ReagentUnit.Min(solution.TotalVolume, SolutionContainerComponent.EmptyVolume));
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SolutionContainerComponent.TryAddSolution(addSolution);
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UpdateVisuals();
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}
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protected abstract void UpdateVisuals();
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public override void OnRemove()
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{
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base.OnRemove();
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Inception?.Remove(this);
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}
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}
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}
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