Files
tbd-station-14/Content.Server/Fluids/EntitySystems/PuddleSystem.cs
Tayrtahn c565b44965 Replace ValidatePrototypeId uses with ProtoId or EntProtoId (#38814)
* The easy ones

* For certain values of easy

* Easy test

* Hair

* Fix sandbox violations

* Sort usings
2025-07-07 21:57:05 +02:00

790 lines
30 KiB
C#

using System.Linq;
using Content.Server.Administration.Logs;
using Content.Server.Chemistry.TileReactions;
using Content.Server.DoAfter;
using Content.Server.Fluids.Components;
using Content.Server.Spreader;
using Content.Shared.ActionBlocker;
using Content.Shared.Chemistry;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.Components.SolutionManager;
using Content.Shared.Chemistry.EntitySystems;
using Content.Shared.Chemistry.Reaction;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Database;
using Content.Shared.Effects;
using Content.Shared.FixedPoint;
using Content.Shared.Fluids;
using Content.Shared.Fluids.Components;
using Content.Shared.Friction;
using Content.Shared.IdentityManagement;
using Content.Shared.Maps;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Popups;
using Content.Shared.Slippery;
using Content.Shared.StepTrigger.Components;
using Content.Shared.StepTrigger.Systems;
using Robust.Server.Audio;
using Robust.Shared.Collections;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.Fluids.EntitySystems;
/// <summary>
/// Handles solutions on floors. Also handles the spreader logic for where the solution overflows a specified volume.
/// </summary>
public sealed partial class PuddleSystem : SharedPuddleSystem
{
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly SharedMapSystem _map = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly AudioSystem _audio = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly ReactiveSystem _reactive = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedColorFlashEffectSystem _color = default!;
[Dependency] private readonly SharedPopupSystem _popups = default!;
[Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!;
[Dependency] private readonly StepTriggerSystem _stepTrigger = default!;
[Dependency] private readonly SpeedModifierContactsSystem _speedModContacts = default!;
[Dependency] private readonly TileFrictionController _tile = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly TurfSystem _turf = default!;
private static readonly ProtoId<ReagentPrototype> Blood = "Blood";
private static readonly ProtoId<ReagentPrototype> Slime = "Slime";
private static readonly ProtoId<ReagentPrototype> CopperBlood = "CopperBlood";
private static readonly string[] StandoutReagents = [Blood, Slime, CopperBlood];
// Using local deletion queue instead of the standard queue so that we can easily "undelete" if a puddle
// loses & then gains reagents in a single tick.
private HashSet<EntityUid> _deletionQueue = [];
private EntityQuery<PuddleComponent> _puddleQuery;
/*
* TODO: Need some sort of way to do blood slash / vomit solution spill on its own
* This would then evaporate into the puddle tile below
*/
/// <inheritdoc/>
public override void Initialize()
{
base.Initialize();
_puddleQuery = GetEntityQuery<PuddleComponent>();
// Shouldn't need re-anchoring.
SubscribeLocalEvent<PuddleComponent, AnchorStateChangedEvent>(OnAnchorChanged);
SubscribeLocalEvent<PuddleComponent, SolutionContainerChangedEvent>(OnSolutionUpdate);
SubscribeLocalEvent<PuddleComponent, SpreadNeighborsEvent>(OnPuddleSpread);
SubscribeLocalEvent<PuddleComponent, SlipEvent>(OnPuddleSlip);
SubscribeLocalEvent<EvaporationComponent, MapInitEvent>(OnEvaporationMapInit);
InitializeTransfers();
}
private void OnPuddleSpread(Entity<PuddleComponent> entity, ref SpreadNeighborsEvent args)
{
// Overflow is the source of the overflowing liquid. This contains the excess fluid above overflow limit (20u)
var overflow = GetOverflowSolution(entity.Owner, entity.Comp);
if (overflow.Volume == FixedPoint2.Zero)
{
RemCompDeferred<ActiveEdgeSpreaderComponent>(entity);
return;
}
// For overflows, we never go to a fully evaporative tile just to avoid continuously having to mop it.
// First we go to free tiles.
// Need to go even if we have a little remainder to avoid solution sploshing around internally
// for ages.
if (args.NeighborFreeTiles.Count > 0 && args.Updates > 0)
{
_random.Shuffle(args.NeighborFreeTiles);
var spillAmount = overflow.Volume / args.NeighborFreeTiles.Count;
foreach (var neighbor in args.NeighborFreeTiles)
{
var split = overflow.SplitSolution(spillAmount);
TrySpillAt(_map.GridTileToLocal(neighbor.Tile.GridUid, neighbor.Grid, neighbor.Tile.GridIndices), split, out _, false);
args.Updates--;
if (args.Updates <= 0)
break;
}
RemCompDeferred<ActiveEdgeSpreaderComponent>(entity);
return;
}
// Then we overflow to neighbors with overflow capacity
if (args.Neighbors.Count > 0)
{
var resolvedNeighbourSolutions = new ValueList<(Solution neighborSolution, PuddleComponent puddle, EntityUid neighbor)>();
// Resolve all our neighbours first, so we can use their properties to decide who to operate on first.
foreach (var neighbor in args.Neighbors)
{
if (!_puddleQuery.TryGetComponent(neighbor, out var puddle) ||
!_solutionContainerSystem.ResolveSolution(neighbor, puddle.SolutionName, ref puddle.Solution,
out var neighborSolution) ||
CanFullyEvaporate(neighborSolution))
{
continue;
}
resolvedNeighbourSolutions.Add(
(neighborSolution, puddle, neighbor)
);
}
// We want to deal with our neighbours by lowest current volume to highest, as this allows us to fill up our low points quickly.
resolvedNeighbourSolutions.Sort(
(x, y) =>
x.neighborSolution.Volume.CompareTo(y.neighborSolution.Volume));
// Overflow to neighbors with remaining space.
foreach (var (neighborSolution, puddle, neighbor) in resolvedNeighbourSolutions)
{
// Water doesn't flow uphill
if (neighborSolution.Volume >= (overflow.Volume + puddle.OverflowVolume))
{
continue;
}
// Work out how much we could send into this neighbour without overflowing it, and send up to that much
var remaining = puddle.OverflowVolume - neighborSolution.Volume;
// If we can't send anything, then skip this neighbour
if (remaining <= FixedPoint2.Zero)
continue;
// We don't want to spill over to make high points either.
if (neighborSolution.Volume + remaining >= (overflow.Volume + puddle.OverflowVolume))
{
continue;
}
var split = overflow.SplitSolution(remaining);
if (puddle.Solution != null && !_solutionContainerSystem.TryAddSolution(puddle.Solution.Value, split))
continue;
args.Updates--;
EnsureComp<ActiveEdgeSpreaderComponent>(neighbor);
if (args.Updates <= 0)
break;
}
// If there is nothing left to overflow from our tile, then we'll stop this tile being a active spreader
if (overflow.Volume == FixedPoint2.Zero)
{
RemCompDeferred<ActiveEdgeSpreaderComponent>(entity);
return;
}
}
// Then we go to anything else.
if (overflow.Volume > FixedPoint2.Zero && args.Neighbors.Count > 0 && args.Updates > 0)
{
var resolvedNeighbourSolutions =
new ValueList<(Solution neighborSolution, PuddleComponent puddle, EntityUid neighbor)>();
// Keep track of the total volume in the area
FixedPoint2 totalVolume = 0;
// Resolve all our neighbours so that we can use their properties to decide who to act on first
foreach (var neighbor in args.Neighbors)
{
if (!_puddleQuery.TryGetComponent(neighbor, out var puddle) ||
!_solutionContainerSystem.ResolveSolution(neighbor, puddle.SolutionName, ref puddle.Solution,
out var neighborSolution) ||
CanFullyEvaporate(neighborSolution))
{
continue;
}
resolvedNeighbourSolutions.Add((neighborSolution, puddle, neighbor));
totalVolume += neighborSolution.Volume;
}
// We should act on neighbours by their total volume.
resolvedNeighbourSolutions.Sort(
(x, y) =>
x.neighborSolution.Volume.CompareTo(y.neighborSolution.Volume)
);
// Overflow to neighbors with remaining total allowed space (1000u) above the overflow volume (20u).
foreach (var (neighborSolution, puddle, neighbor) in resolvedNeighbourSolutions)
{
// What the source tiles current volume is.
var sourceCurrentVolume = overflow.Volume + puddle.OverflowVolume;
// Water doesn't flow uphill
if (neighborSolution.Volume >= sourceCurrentVolume)
{
continue;
}
// We're in the low point in this area, let the neighbour tiles have a chance to spread to us first.
var idealAverageVolume =
(totalVolume + overflow.Volume + puddle.OverflowVolume) / (args.Neighbors.Count + 1);
if (idealAverageVolume > sourceCurrentVolume)
{
continue;
}
// Work our how far off the ideal average this neighbour is.
var spillThisNeighbor = idealAverageVolume - neighborSolution.Volume;
// Skip if we want to spill negative amounts of fluid to this neighbour
if (spillThisNeighbor < FixedPoint2.Zero)
{
continue;
}
// Try to send them as much towards the average ideal as we can
var split = overflow.SplitSolution(spillThisNeighbor);
// If we can't do it, move on.
if (puddle.Solution != null && !_solutionContainerSystem.TryAddSolution(puddle.Solution.Value, split))
continue;
// If we succeed, then ensure that this neighbour is also able to spread it's overflow onwards
EnsureComp<ActiveEdgeSpreaderComponent>(neighbor);
args.Updates--;
if (args.Updates <= 0)
break;
}
}
// Add the remainder back
if (_solutionContainerSystem.ResolveSolution(entity.Owner, entity.Comp.SolutionName, ref entity.Comp.Solution))
{
_solutionContainerSystem.TryAddSolution(entity.Comp.Solution.Value, overflow);
}
}
private void OnPuddleSlip(Entity<PuddleComponent> entity, ref SlipEvent args)
{
// Reactive entities have a chance to get a touch reaction from slipping on a puddle
// (i.e. it is implied they fell face first onto it or something)
if (!HasComp<ReactiveComponent>(args.Slipped) || HasComp<SlidingComponent>(args.Slipped))
return;
// Eventually probably have some system of 'body coverage' to tweak the probability but for now just 0.5
// (implying that spacemen have a 50% chance to either land on their ass or their face)
if (!_random.Prob(0.5f))
return;
if (!_solutionContainerSystem.ResolveSolution(entity.Owner, entity.Comp.SolutionName, ref entity.Comp.Solution,
out var solution))
return;
_popups.PopupEntity(Loc.GetString("puddle-component-slipped-touch-reaction", ("puddle", entity.Owner)),
args.Slipped, args.Slipped, PopupType.SmallCaution);
// Take 15% of the puddle solution
var splitSol = _solutionContainerSystem.SplitSolution(entity.Comp.Solution.Value, solution.Volume * 0.15f);
_reactive.DoEntityReaction(args.Slipped, splitSol, ReactionMethod.Touch);
}
/// <inheritdoc/>
public override void Update(float frameTime)
{
base.Update(frameTime);
foreach (var ent in _deletionQueue)
{
Del(ent);
}
_deletionQueue.Clear();
TickEvaporation();
}
private void OnSolutionUpdate(Entity<PuddleComponent> entity, ref SolutionContainerChangedEvent args)
{
if (args.SolutionId != entity.Comp.SolutionName)
return;
if (args.Solution.Volume <= 0)
{
_deletionQueue.Add(entity);
return;
}
_deletionQueue.Remove(entity);
UpdateSlip((entity, entity.Comp), args.Solution);
UpdateSlow(entity, args.Solution);
UpdateEvaporation(entity, args.Solution);
UpdateAppearance(entity, entity.Comp);
}
private void UpdateAppearance(EntityUid uid, PuddleComponent? puddleComponent = null,
AppearanceComponent? appearance = null)
{
if (!Resolve(uid, ref puddleComponent, ref appearance, false))
{
return;
}
var volume = FixedPoint2.Zero;
Color color = Color.White;
if (_solutionContainerSystem.ResolveSolution(uid, puddleComponent.SolutionName, ref puddleComponent.Solution,
out var solution))
{
volume = solution.Volume / puddleComponent.OverflowVolume;
// Make blood stand out more
// Kinda EH
// Could potentially do alpha per-solution but future problem.
color = solution.GetColorWithout(_prototypeManager, StandoutReagents);
color = color.WithAlpha(0.7f);
foreach (var standout in StandoutReagents)
{
var quantity = solution.GetTotalPrototypeQuantity(standout);
if (quantity <= FixedPoint2.Zero)
continue;
var interpolateValue = quantity.Float() / solution.Volume.Float();
color = Color.InterpolateBetween(color,
_prototypeManager.Index<ReagentPrototype>(standout).SubstanceColor, interpolateValue);
}
}
_appearance.SetData(uid, PuddleVisuals.CurrentVolume, volume.Float(), appearance);
_appearance.SetData(uid, PuddleVisuals.SolutionColor, color, appearance);
}
private void UpdateSlip(Entity<PuddleComponent> entity, Solution solution)
{
if (!TryComp<StepTriggerComponent>(entity, out var comp))
return;
// Ensure we actually have the component
EnsureComp<TileFrictionModifierComponent>(entity);
// This is the base amount of reagent needed before a puddle can be considered slippery. Is defined based on
// the sprite threshold for a puddle larger than 5 pixels.
var smallPuddleThreshold = FixedPoint2.New(entity.Comp.OverflowVolume.Float() * LowThreshold);
// Stores how many units of slippery reagents a puddle has
var slipperyUnits = FixedPoint2.Zero;
// Stores how many units of super slippery reagents a puddle has
var superSlipperyUnits = FixedPoint2.Zero;
// These three values will be averaged later and all start at zero so the calculations work
// A cumulative weighted amount of minimum speed to slip values
var puddleFriction = FixedPoint2.Zero;
// A cumulative weighted amount of minimum speed to slip values
var slipStepTrigger = FixedPoint2.Zero;
// A cumulative weighted amount of launch multipliers from slippery reagents
var launchMult = FixedPoint2.Zero;
// A cumulative weighted amount of stun times from slippery reagents
var stunTimer = TimeSpan.Zero;
// Check if the puddle is big enough to slip in to avoid doing unnecessary logic
if (solution.Volume <= smallPuddleThreshold)
{
_stepTrigger.SetActive(entity, false, comp);
_tile.SetModifier(entity, 1f);
return;
}
if (!TryComp<SlipperyComponent>(entity, out var slipComp))
return;
foreach (var (reagent, quantity) in solution.Contents)
{
var reagentProto = _prototypeManager.Index<ReagentPrototype>(reagent.Prototype);
// Calculate the minimum speed needed to slip in the puddle. Average the overall slip thresholds for all reagents
var deltaSlipTrigger = reagentProto.SlipData?.RequiredSlipSpeed ?? entity.Comp.DefaultSlippery;
slipStepTrigger += quantity * deltaSlipTrigger;
// Aggregate Friction based on quantity
puddleFriction += reagentProto.Friction * quantity;
if (reagentProto.SlipData == null)
continue;
slipperyUnits += quantity;
// Aggregate launch speed based on quantity
launchMult += reagentProto.SlipData.LaunchForwardsMultiplier * quantity;
// Aggregate stun times based on quantity
stunTimer += reagentProto.SlipData.ParalyzeTime * (float)quantity;
if (reagentProto.SlipData.SuperSlippery)
superSlipperyUnits += quantity;
}
// Turn on the step trigger if it's slippery
_stepTrigger.SetActive(entity, slipperyUnits > smallPuddleThreshold, comp);
// This is based of the total volume and not just the slippery volume because there is a default
// slippery for all reagents even if they aren't technically slippery.
slipComp.SlipData.RequiredSlipSpeed = (float)(slipStepTrigger / solution.Volume);
_stepTrigger.SetRequiredTriggerSpeed(entity, slipComp.SlipData.RequiredSlipSpeed);
// Divide these both by only total amount of slippery reagents.
// A puddle with 10 units of lube vs a puddle with 10 of lube and 20 catchup should stun and launch forward the same amount.
if (slipperyUnits > 0)
{
slipComp.SlipData.LaunchForwardsMultiplier = (float)(launchMult/slipperyUnits);
slipComp.SlipData.ParalyzeTime = (stunTimer/(float)slipperyUnits);
}
// Only make it super slippery if there is enough super slippery units for its own puddle
slipComp.SlipData.SuperSlippery = superSlipperyUnits >= smallPuddleThreshold;
// Lower tile friction based on how slippery it is, lets items slide across a puddle of lube
slipComp.SlipData.SlipFriction = (float)(puddleFriction/solution.Volume);
_tile.SetModifier(entity, slipComp.SlipData.SlipFriction);
Dirty(entity, slipComp);
}
private void UpdateSlow(EntityUid uid, Solution solution)
{
var maxViscosity = 0f;
foreach (var (reagent, _) in solution.Contents)
{
var reagentProto = _prototypeManager.Index<ReagentPrototype>(reagent.Prototype);
maxViscosity = Math.Max(maxViscosity, reagentProto.Viscosity);
}
if (maxViscosity > 0)
{
var comp = EnsureComp<SpeedModifierContactsComponent>(uid);
var speed = 1 - maxViscosity;
_speedModContacts.ChangeSpeedModifiers(uid, speed, comp);
}
else
{
RemComp<SpeedModifierContactsComponent>(uid);
}
}
private void OnAnchorChanged(Entity<PuddleComponent> entity, ref AnchorStateChangedEvent args)
{
if (!args.Anchored)
QueueDel(entity);
}
/// <summary>
/// Gets the current volume of the given puddle, which may not necessarily be PuddleVolume.
/// </summary>
public FixedPoint2 CurrentVolume(EntityUid uid, PuddleComponent? puddleComponent = null)
{
if (!Resolve(uid, ref puddleComponent))
return FixedPoint2.Zero;
return _solutionContainerSystem.ResolveSolution(uid, puddleComponent.SolutionName, ref puddleComponent.Solution,
out var solution)
? solution.Volume
: FixedPoint2.Zero;
}
/// <summary>
/// Try to add solution to <paramref name="puddleUid"/>.
/// </summary>
/// <param name="puddleUid">Puddle to which we add</param>
/// <param name="addedSolution">Solution that is added to puddleComponent</param>
/// <param name="sound">Play sound on overflow</param>
/// <param name="checkForOverflow">Overflow on encountered values</param>
/// <param name="puddleComponent">Optional resolved PuddleComponent</param>
/// <returns></returns>
public bool TryAddSolution(EntityUid puddleUid,
Solution addedSolution,
bool sound = true,
bool checkForOverflow = true,
PuddleComponent? puddleComponent = null,
SolutionContainerManagerComponent? sol = null)
{
if (!Resolve(puddleUid, ref puddleComponent, ref sol))
return false;
_solutionContainerSystem.EnsureAllSolutions((puddleUid, sol));
if (addedSolution.Volume == 0 ||
!_solutionContainerSystem.ResolveSolution(puddleUid, puddleComponent.SolutionName,
ref puddleComponent.Solution))
{
return false;
}
_solutionContainerSystem.AddSolution(puddleComponent.Solution.Value, addedSolution);
if (checkForOverflow && IsOverflowing(puddleUid, puddleComponent))
{
EnsureComp<ActiveEdgeSpreaderComponent>(puddleUid);
}
if (!sound)
{
return true;
}
_audio.PlayPvs(puddleComponent.SpillSound, puddleUid);
return true;
}
/// <summary>
/// Whether adding this solution to this puddle would overflow.
/// </summary>
public bool WouldOverflow(EntityUid uid, Solution solution, PuddleComponent? puddle = null)
{
if (!Resolve(uid, ref puddle))
return false;
return CurrentVolume(uid, puddle) + solution.Volume > puddle.OverflowVolume;
}
/// <summary>
/// Whether adding this solution to this puddle would overflow.
/// </summary>
private bool IsOverflowing(EntityUid uid, PuddleComponent? puddle = null)
{
if (!Resolve(uid, ref puddle))
return false;
return CurrentVolume(uid, puddle) > puddle.OverflowVolume;
}
/// <summary>
/// Gets the solution amount above the overflow threshold for the puddle.
/// </summary>
public Solution GetOverflowSolution(EntityUid uid, PuddleComponent? puddle = null)
{
if (!Resolve(uid, ref puddle) ||
!_solutionContainerSystem.ResolveSolution(uid, puddle.SolutionName, ref puddle.Solution))
{
return new Solution(0);
}
// TODO: This is going to fail with struct solutions.
var remaining = puddle.OverflowVolume;
var split = _solutionContainerSystem.SplitSolution(puddle.Solution.Value,
CurrentVolume(uid, puddle) - remaining);
return split;
}
#region Spill
/// <inheritdoc/>
public override bool TrySplashSpillAt(EntityUid uid,
EntityCoordinates coordinates,
Solution solution,
out EntityUid puddleUid,
bool sound = true,
EntityUid? user = null)
{
puddleUid = EntityUid.Invalid;
if (solution.Volume == 0)
return false;
var targets = new List<EntityUid>();
var reactive = new HashSet<Entity<ReactiveComponent>>();
_lookup.GetEntitiesInRange(coordinates, 1.0f, reactive);
// Get reactive entities nearby--if there are some, it'll spill a bit on them instead.
foreach (var ent in reactive)
{
// sorry! no overload for returning uid, so .owner must be used
var owner = ent.Owner;
// between 5 and 30%
var splitAmount = solution.Volume * _random.NextFloat(0.05f, 0.30f);
var splitSolution = solution.SplitSolution(splitAmount);
if (user != null)
{
_adminLogger.Add(LogType.Landed,
$"{ToPrettyString(user.Value):user} threw {ToPrettyString(uid):entity} which splashed a solution {SharedSolutionContainerSystem.ToPrettyString(solution):solution} onto {ToPrettyString(owner):target}");
}
targets.Add(owner);
_reactive.DoEntityReaction(owner, splitSolution, ReactionMethod.Touch);
_popups.PopupEntity(
Loc.GetString("spill-land-spilled-on-other", ("spillable", uid),
("target", Identity.Entity(owner, EntityManager))), owner, PopupType.SmallCaution);
}
_color.RaiseEffect(solution.GetColor(_prototypeManager), targets,
Filter.Pvs(uid, entityManager: EntityManager));
return TrySpillAt(coordinates, solution, out puddleUid, sound);
}
/// <inheritdoc/>
public override bool TrySpillAt(EntityCoordinates coordinates, Solution solution, out EntityUid puddleUid, bool sound = true)
{
if (solution.Volume == 0)
{
puddleUid = EntityUid.Invalid;
return false;
}
var gridUid = _transform.GetGrid(coordinates);
if (!TryComp<MapGridComponent>(gridUid, out var mapGrid))
{
puddleUid = EntityUid.Invalid;
return false;
}
return TrySpillAt(_map.GetTileRef(gridUid.Value, mapGrid, coordinates), solution, out puddleUid, sound);
}
/// <inheritdoc/>
public override bool TrySpillAt(EntityUid uid, Solution solution, out EntityUid puddleUid, bool sound = true,
TransformComponent? transformComponent = null)
{
if (!Resolve(uid, ref transformComponent, false))
{
puddleUid = EntityUid.Invalid;
return false;
}
return TrySpillAt(transformComponent.Coordinates, solution, out puddleUid, sound: sound);
}
/// <inheritdoc/>
public override bool TrySpillAt(TileRef tileRef, Solution solution, out EntityUid puddleUid, bool sound = true,
bool tileReact = true)
{
if (solution.Volume <= 0)
{
puddleUid = EntityUid.Invalid;
return false;
}
// If space return early, let that spill go out into the void
if (tileRef.Tile.IsEmpty || _turf.IsSpace(tileRef))
{
puddleUid = EntityUid.Invalid;
return false;
}
// Let's not spill to invalid grids.
var gridId = tileRef.GridUid;
if (!TryComp<MapGridComponent>(gridId, out var mapGrid))
{
puddleUid = EntityUid.Invalid;
return false;
}
if (tileReact)
{
// First, do all tile reactions
DoTileReactions(tileRef, solution);
}
// Tile reactions used up everything.
if (solution.Volume == FixedPoint2.Zero)
{
puddleUid = EntityUid.Invalid;
return false;
}
// Get normalized co-ordinate for spill location and spill it in the centre
// TODO: Does SnapGrid or something else already do this?
var anchored = _map.GetAnchoredEntitiesEnumerator(gridId, mapGrid, tileRef.GridIndices);
var puddleQuery = GetEntityQuery<PuddleComponent>();
var sparklesQuery = GetEntityQuery<EvaporationSparkleComponent>();
while (anchored.MoveNext(out var ent))
{
// If there's existing sparkles then delete it
if (sparklesQuery.TryGetComponent(ent, out var sparkles))
{
QueueDel(ent.Value);
continue;
}
if (!puddleQuery.TryGetComponent(ent, out var puddle))
continue;
if (TryAddSolution(ent.Value, solution, sound, puddleComponent: puddle))
{
EnsureComp<ActiveEdgeSpreaderComponent>(ent.Value);
}
puddleUid = ent.Value;
return true;
}
var coords = _map.GridTileToLocal(gridId, mapGrid, tileRef.GridIndices);
puddleUid = Spawn("Puddle", coords);
EnsureComp<PuddleComponent>(puddleUid);
if (TryAddSolution(puddleUid, solution, sound))
{
EnsureComp<ActiveEdgeSpreaderComponent>(puddleUid);
}
return true;
}
#endregion
public void DoTileReactions(TileRef tileRef, Solution solution)
{
for (var i = solution.Contents.Count - 1; i >= 0; i--)
{
var (reagent, quantity) = solution.Contents[i];
var proto = _prototypeManager.Index<ReagentPrototype>(reagent.Prototype);
var removed = proto.ReactionTile(tileRef, quantity, EntityManager, reagent.Data);
if (removed <= FixedPoint2.Zero)
continue;
solution.RemoveReagent(reagent, removed);
}
}
/// <summary>
/// Tries to get the relevant puddle entity for a tile.
/// </summary>
public bool TryGetPuddle(TileRef tile, out EntityUid puddleUid)
{
puddleUid = EntityUid.Invalid;
if (!TryComp<MapGridComponent>(tile.GridUid, out var grid))
return false;
var anc = _map.GetAnchoredEntitiesEnumerator(tile.GridUid, grid, tile.GridIndices);
var puddleQuery = GetEntityQuery<PuddleComponent>();
while (anc.MoveNext(out var ent))
{
if (!puddleQuery.HasComponent(ent.Value))
continue;
puddleUid = ent.Value;
return true;
}
return false;
}
}