440 lines
15 KiB
C#
440 lines
15 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading;
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using Content.Server.GameObjects.Components.Movement;
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using Content.Server.GameObjects.Components.Chemistry;
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using Content.Server.GameObjects.EntitySystems.Click;
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using Content.Shared.Chemistry;
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using Content.Shared.Physics;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.GameObjects.Components.Transform;
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using Robust.Shared.GameObjects.Systems;
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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.Interfaces.Random;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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using Timer = Robust.Shared.Timers.Timer;
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namespace Content.Server.GameObjects.Components.Fluids
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{
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/// <summary>
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/// Puddle on a floor
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/// </summary>
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[RegisterComponent]
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public class PuddleComponent : Component, IExamine, IMapInit
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{
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// Current design: Something calls the SpillHelper.Spill, that will either
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// A) Add to an existing puddle at the location (normalised to tile-center) or
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// B) add a new one
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// From this every time a puddle is spilt on it will try and overflow to its neighbours if possible,
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// and also update its appearance based on volume level (opacity) and chemistry color
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// Small puddles will evaporate after a set delay
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// TODO: 'leaves fluidtracks', probably in a separate component for stuff like gibb chunks?;
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// TODO: Add stuff like slipping -> probably in a separate component (for stuff like bananas)
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// based on behaviour (e.g. someone being punched vs slashed with a sword would have different blood sprite)
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// to check for low volumes for evaporation or whatever
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#pragma warning disable 649
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[Dependency] private readonly IMapManager _mapManager;
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[Dependency] private readonly ILocalizationManager _loc;
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#pragma warning restore 649
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public override string Name => "Puddle";
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private CancellationTokenSource _evaporationToken;
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private ReagentUnit _evaporateThreshold; // How few <Solution Quantity> we can hold prior to self-destructing
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public ReagentUnit EvaporateThreshold
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{
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get => _evaporateThreshold;
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set => _evaporateThreshold = value;
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}
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private ReagentUnit _slipThreshold = ReagentUnit.New(3);
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public ReagentUnit SlipThreshold
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{
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get => _slipThreshold;
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set => _slipThreshold = value;
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}
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private bool _slippery = false;
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private float _evaporateTime;
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private string _spillSound;
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/// <summary>
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/// Whether or not this puddle is currently overflowing onto its neighbors
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/// </summary>
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private bool _overflown;
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private SpriteComponent _spriteComponent;
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private SnapGridComponent _snapGrid;
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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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[ViewVariables]
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public ReagentUnit CurrentVolume => _contents.CurrentVolume;
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// Volume at which the fluid will try to spill to adjacent components
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// Currently a random number, potentially change
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public ReagentUnit OverflowVolume => _overflowVolume;
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[ViewVariables]
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private ReagentUnit _overflowVolume;
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private ReagentUnit OverflowLeft => CurrentVolume - OverflowVolume;
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private SolutionComponent _contents;
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public bool EmptyHolder => _contents.ReagentList.Count == 0;
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private int _spriteVariants;
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// Whether the underlying solution color should be used
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private bool _recolor;
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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 _spillSound, "spill_sound", "/Audio/Effects/Fluids/splat.ogg");
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serializer.DataField(ref _overflowVolume, "overflow_volume", ReagentUnit.New(20));
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serializer.DataField(ref _evaporateTime, "evaporate_time", 5.0f);
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// Long-term probably have this based on the underlying reagents
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serializer.DataField(ref _evaporateThreshold, "evaporate_threshold", ReagentUnit.New(20));
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serializer.DataField(ref _spriteVariants, "variants", 1);
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serializer.DataField(ref _recolor, "recolor", false);
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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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if (Owner.TryGetComponent(out SolutionComponent solutionComponent))
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{
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_contents = solutionComponent;
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}
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else
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{
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_contents = Owner.AddComponent<SolutionComponent>();
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_contents.Initialize();
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}
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_snapGrid = Owner.GetComponent<SnapGridComponent>();
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// Smaller than 1m^3 for now but realistically this shouldn't be hit
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MaxVolume = ReagentUnit.New(1000);
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// Random sprite state set server-side so it's consistent across all clients
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_spriteComponent = Owner.GetComponent<SpriteComponent>();
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var robustRandom = IoCManager.Resolve<IRobustRandom>();
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var randomVariant = robustRandom.Next(0, _spriteVariants - 1);
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var baseName = new ResourcePath(_spriteComponent.BaseRSIPath).FilenameWithoutExtension;
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_spriteComponent.LayerSetState(0, $"{baseName}-{randomVariant}"); // TODO: Remove hardcode
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// UpdateAppearance should get called soon after this so shouldn't need to call Dirty() here
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UpdateStatus();
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}
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void IMapInit.MapInit()
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{
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var robustRandom = IoCManager.Resolve<IRobustRandom>();
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_spriteComponent.Rotation = Angle.FromDegrees(robustRandom.Next(0, 359));
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}
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void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
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{
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if(_slippery)
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{
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message.AddText(_loc.GetString("It looks slippery."));
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}
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}
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// Flow rate should probably be controlled globally so this is it for now
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internal bool TryAddSolution(Solution solution, bool sound = true, bool checkForEvaporate = true, bool checkForOverflow = true)
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{
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if (solution.TotalVolume == 0)
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{
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return false;
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}
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var result = _contents.TryAddSolution(solution);
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if (!result)
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{
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return false;
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}
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UpdateStatus();
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if (checkForOverflow)
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{
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CheckOverflow();
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}
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if (checkForEvaporate)
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{
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CheckEvaporate();
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}
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UpdateAppearance();
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if (!sound)
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{
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return true;
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}
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EntitySystem.Get<AudioSystem>().PlayAtCoords(_spillSound, Owner.Transform.GridPosition);
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return true;
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}
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internal Solution SplitSolution(ReagentUnit quantity)
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{
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var split = _contents.SplitSolution(quantity);
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CheckEvaporate();
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UpdateAppearance();
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return split;
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}
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public void CheckEvaporate()
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{
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if (CurrentVolume == 0)
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{
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Owner.Delete();
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}
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}
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public void Evaporate()
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{
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_contents.SplitSolution(ReagentUnit.Min(ReagentUnit.New(1), _contents.CurrentVolume));
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if (CurrentVolume == 0)
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{
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Owner.Delete();
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}
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else
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{
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UpdateStatus();
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}
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}
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public void UpdateStatus()
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{
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_evaporationToken?.Cancel();
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if(Owner.Deleted) return;
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UpdateAppearance();
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UpdateSlip();
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if (_evaporateThreshold == ReagentUnit.New(-1) || CurrentVolume > _evaporateThreshold)
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{
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return;
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}
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_evaporationToken = new CancellationTokenSource();
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// KYS to evaporate
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Timer.Spawn(TimeSpan.FromSeconds(_evaporateTime), Evaporate, _evaporationToken.Token);
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}
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private void UpdateSlip()
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{
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if ((_slipThreshold == ReagentUnit.New(-1) || CurrentVolume < _slipThreshold) && Owner.TryGetComponent(out SlipperyComponent existingSlipperyComponent))
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{
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Owner.RemoveComponent<SlipperyComponent>();
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_slippery = false;
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}
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else if (CurrentVolume >= _slipThreshold && !Owner.TryGetComponent(out SlipperyComponent newSlipperyComponent))
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{
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Owner.AddComponent<SlipperyComponent>();
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_slippery = true;
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}
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}
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private void UpdateAppearance()
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{
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if (Owner.Deleted || EmptyHolder)
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{
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return;
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}
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// Opacity based on level of fullness to overflow
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// Hard-cap lower bound for visibility reasons
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var volumeScale = (CurrentVolume.Float() / OverflowVolume.Float()) * 0.75f + 0.25f;
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var cappedScale = Math.Min(1.0f, volumeScale);
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// Color based on the underlying solutioncomponent
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Color newColor;
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if (_recolor)
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{
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newColor = _contents.SubstanceColor.WithAlpha(cappedScale);
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}
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else
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{
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newColor = _spriteComponent.Color.WithAlpha(cappedScale);
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}
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_spriteComponent.Color = newColor;
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_spriteComponent.Dirty();
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}
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/// <summary>
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/// Will overflow this entity to neighboring entities if required
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/// </summary>
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private void CheckOverflow()
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{
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if (CurrentVolume <= _overflowVolume || _overflown)
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{
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return;
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}
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var nextPuddles = new List<PuddleComponent>() {this};
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var overflownPuddles = new List<PuddleComponent>();
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while (OverflowLeft > ReagentUnit.Zero && nextPuddles.Count > 0)
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{
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foreach (var next in nextPuddles.ToArray())
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{
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nextPuddles.Remove(next);
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next._overflown = true;
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overflownPuddles.Add(next);
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var adjacentPuddles = next.GetAllAdjacentOverflow().ToArray();
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if (OverflowLeft <= ReagentUnit.Epsilon * adjacentPuddles.Length)
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{
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break;
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}
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if (adjacentPuddles.Length == 0)
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{
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continue;
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}
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var numberOfAdjacent = ReagentUnit.New(adjacentPuddles.Length);
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var overflowSplit = OverflowLeft / numberOfAdjacent;
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foreach (var adjacent in adjacentPuddles)
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{
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var adjacentPuddle = adjacent();
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var quantity = ReagentUnit.Min(overflowSplit, adjacentPuddle.OverflowVolume);
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var spillAmount = _contents.SplitSolution(quantity);
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adjacentPuddle.TryAddSolution(spillAmount, false, false, false);
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nextPuddles.Add(adjacentPuddle);
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}
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}
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}
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foreach (var puddle in overflownPuddles)
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{
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puddle._overflown = false;
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}
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}
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// TODO: Move the below to SnapGrid?
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/// <summary>
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/// Will yield a random direction until none are left
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/// </summary>
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/// <returns></returns>
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private static IEnumerable<Direction> RandomDirections()
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{
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var directions = new[]
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{
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Direction.East,
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Direction.SouthEast,
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Direction.South,
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Direction.SouthWest,
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Direction.West,
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Direction.NorthWest,
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Direction.North,
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Direction.NorthEast,
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};
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var robustRandom = IoCManager.Resolve<IRobustRandom>();
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var n = directions.Length;
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while (n > 1)
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{
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n--;
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var k = robustRandom.Next(n + 1);
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var value = directions[k];
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directions[k] = directions[n];
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directions[n] = value;
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}
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foreach (var direction in directions)
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{
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yield return direction;
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}
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}
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/// <summary>
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/// Tries to get an adjacent coordinate to overflow to, unless it is blocked by a wall on the
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/// same tile or the tile is empty
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/// </summary>
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/// <param name="direction">The direction to get the puddle from, respective to this one</param>
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/// <param name="puddle">The puddle that was found or is to be created, or null if there
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/// is a wall in the way</param>
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/// <returns>true if a puddle was found or created, false otherwise</returns>
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private bool TryGetAdjacentOverflow(Direction direction, out Func<PuddleComponent> puddle)
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{
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puddle = default;
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var mapGrid = _mapManager.GetGrid(Owner.Transform.GridID);
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// If space return early, let that spill go out into the void
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var tileRef = mapGrid.GetTileRef(Owner.Transform.GridPosition.Offset(direction.ToVec()));
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if (tileRef.Tile.IsEmpty)
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{
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return false;
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}
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foreach (var entity in _snapGrid.GetInDir(direction))
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{
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if (entity.TryGetComponent(out ICollidableComponent collidable) &&
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(collidable.CollisionLayer & (int) CollisionGroup.Impassable) != 0)
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{
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puddle = default;
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return false;
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}
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if (entity.TryGetComponent(out PuddleComponent existingPuddle))
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{
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if (existingPuddle._overflown)
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{
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return false;
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}
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puddle = () => existingPuddle;
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}
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}
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if (puddle == default)
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{
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var grid = _snapGrid.DirectionToGrid(direction);
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var entityManager = IoCManager.Resolve<IEntityManager>();
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puddle = () => entityManager.SpawnEntity(Owner.Prototype.ID, grid).GetComponent<PuddleComponent>();
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}
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return true;
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}
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/// <summary>
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/// Finds or creates adjacent puddles in random directions from this one
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/// </summary>
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/// <returns>Enumerable of the puddles found or to be created</returns>
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private IEnumerable<Func<PuddleComponent>> GetAllAdjacentOverflow()
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{
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foreach (var direction in RandomDirections())
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{
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if (TryGetAdjacentOverflow(direction, out var puddle))
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{
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yield return puddle;
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}
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}
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}
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}
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}
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