* Implemented Shakeable * Prevent shaking open Openables * Prevent shaking empty drinks. Moved part of DrinkSystem to Shared. * DrinkSystem can have a little more prediction, as a treat * Cleanup * Overhauled PressurizedDrink * Make soda cans/bottles and champagne shakeable. The drink shaker too, for fun. * We do a little refactoring. PressurizedDrink is now PressurizedSolution, and fizziness now only works on solutions containing a reagent marked as fizzy. * Documentation, cleanup, and tweaks. * Changed fizziness calculation to use a cubic-out easing curve. * Removed broken YAML that has avoid the linter's wrath for far too long * Changed reagent fizzy bool to fizziness float. Solution fizzability now scales with reagent proportion. * Rename file to match changed class name * DoAfter improvements. Cancel if the user moves away; block if no hands. * Match these filenames too * And this one * guh * Updated to use Shared puddle methods * Various fixes and improvements. * Made AttemptShakeEvent a struct * AttemptAddFizzinessEvent too
286 lines
11 KiB
C#
286 lines
11 KiB
C#
using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Nutrition.Components;
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using Content.Shared.Throwing;
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using Content.Shared.IdentityManagement;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Network;
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using Content.Shared.Fluids;
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using Content.Shared.Popups;
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namespace Content.Shared.Nutrition.EntitySystems;
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public sealed partial class PressurizedSolutionSystem : EntitySystem
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{
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[Dependency] private readonly SharedSolutionContainerSystem _solutionContainer = default!;
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[Dependency] private readonly OpenableSystem _openable = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedHandsSystem _hands = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedPuddleSystem _puddle = default!;
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[Dependency] private readonly INetManager _net = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PressurizedSolutionComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<PressurizedSolutionComponent, ShakeEvent>(OnShake);
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SubscribeLocalEvent<PressurizedSolutionComponent, OpenableOpenedEvent>(OnOpened);
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SubscribeLocalEvent<PressurizedSolutionComponent, LandEvent>(OnLand);
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SubscribeLocalEvent<PressurizedSolutionComponent, SolutionContainerChangedEvent>(OnSolutionUpdate);
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}
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/// <summary>
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/// Helper method for checking if the solution's fizziness is high enough to spray.
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/// <paramref name="chanceMod"/> is added to the actual fizziness for the comparison.
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/// </summary>
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private bool SprayCheck(Entity<PressurizedSolutionComponent> entity, float chanceMod = 0)
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{
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return Fizziness((entity, entity.Comp)) + chanceMod > entity.Comp.SprayFizzinessThresholdRoll;
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}
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/// <summary>
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/// Calculates how readily the contained solution becomes fizzy.
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/// </summary>
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private float SolutionFizzability(Entity<PressurizedSolutionComponent> entity)
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{
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if (!_solutionContainer.TryGetSolution(entity.Owner, entity.Comp.Solution, out var _, out var solution))
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return 0;
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// An empty solution can't be fizzy
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if (solution.Volume <= 0)
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return 0;
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var totalFizzability = 0f;
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// Check each reagent in the solution
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foreach (var reagent in solution.Contents)
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{
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if (_prototypeManager.TryIndex(reagent.Reagent.Prototype, out ReagentPrototype? reagentProto) && reagentProto != null)
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{
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// What portion of the solution is this reagent?
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var proportion = (float) (reagent.Quantity / solution.Volume);
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totalFizzability += reagentProto.Fizziness * proportion;
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}
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}
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return totalFizzability;
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}
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/// <summary>
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/// Increases the fizziness level of the solution by the given amount,
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/// scaled by the solution's fizzability.
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/// 0 will result in no change, and 1 will maximize fizziness.
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/// Also rerolls the spray threshold.
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/// </summary>
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private void AddFizziness(Entity<PressurizedSolutionComponent> entity, float amount)
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{
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var fizzability = SolutionFizzability(entity);
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// Can't add fizziness if the solution isn't fizzy
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if (fizzability <= 0)
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return;
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// Make sure nothing is preventing fizziness from being added
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var attemptEv = new AttemptAddFizzinessEvent(entity, amount);
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RaiseLocalEvent(entity, ref attemptEv);
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if (attemptEv.Cancelled)
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return;
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// Scale added fizziness by the solution's fizzability
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amount *= fizzability;
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// Convert fizziness to time
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var duration = amount * entity.Comp.FizzinessMaxDuration;
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// Add to the existing settle time, if one exists. Otherwise, add to the current time
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var start = entity.Comp.FizzySettleTime > _timing.CurTime ? entity.Comp.FizzySettleTime : _timing.CurTime;
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var newTime = start + duration;
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// Cap the maximum fizziness
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var maxEnd = _timing.CurTime + entity.Comp.FizzinessMaxDuration;
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if (newTime > maxEnd)
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newTime = maxEnd;
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entity.Comp.FizzySettleTime = newTime;
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// Roll a new fizziness threshold
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RollSprayThreshold(entity);
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}
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/// <summary>
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/// Helper method. Performs a <see cref="SprayCheck"/>. If it passes, calls <see cref="TrySpray"/>. If it fails, <see cref="AddFizziness"/>.
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/// </summary>
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private void SprayOrAddFizziness(Entity<PressurizedSolutionComponent> entity, float chanceMod = 0, float fizzinessToAdd = 0, EntityUid? user = null)
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{
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if (SprayCheck(entity, chanceMod))
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TrySpray((entity, entity.Comp), user);
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else
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AddFizziness(entity, fizzinessToAdd);
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}
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/// <summary>
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/// Randomly generates a new spray threshold.
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/// This is the value used to compare fizziness against when doing <see cref="SprayCheck"/>.
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/// Since RNG will give different results between client and server, this is run on the server
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/// and synced to the client by marking the component dirty.
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/// We roll this in advance, rather than during <see cref="SprayCheck"/>, so that the value (hopefully)
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/// has time to get synced to the client, so we can try be accurate with prediction.
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/// </summary>
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private void RollSprayThreshold(Entity<PressurizedSolutionComponent> entity)
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{
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// Can't predict random, so we wait for the server to tell us
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if (!_net.IsServer)
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return;
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entity.Comp.SprayFizzinessThresholdRoll = _random.NextFloat();
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Dirty(entity, entity.Comp);
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}
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#region Public API
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/// <summary>
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/// Does the entity contain a solution capable of being fizzy?
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/// </summary>
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public bool CanSpray(Entity<PressurizedSolutionComponent?> entity)
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{
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if (!Resolve(entity, ref entity.Comp, false))
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return false;
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return SolutionFizzability((entity, entity.Comp)) > 0;
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}
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/// <summary>
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/// Attempts to spray the solution onto the given entity, or the ground if none is given.
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/// Fails if the solution isn't able to be sprayed.
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/// </summary>
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public bool TrySpray(Entity<PressurizedSolutionComponent?> entity, EntityUid? target = null)
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{
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if (!Resolve(entity, ref entity.Comp))
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return false;
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if (!CanSpray(entity))
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return false;
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if (!_solutionContainer.TryGetSolution(entity.Owner, entity.Comp.Solution, out var soln, out var interactions))
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return false;
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// If the container is openable, open it
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_openable.SetOpen(entity, true);
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// Get the spray solution from the container
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var solution = _solutionContainer.SplitSolution(soln.Value, interactions.Volume);
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// Spray the solution onto the ground and anyone nearby
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if (TryComp<TransformComponent>(entity, out var transform))
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_puddle.TrySplashSpillAt(entity, transform.Coordinates, solution, out _, sound: false);
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var drinkName = Identity.Entity(entity, EntityManager);
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if (target != null)
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{
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var victimName = Identity.Entity(target.Value, EntityManager);
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var selfMessage = Loc.GetString(entity.Comp.SprayHolderMessageSelf, ("victim", victimName), ("drink", drinkName));
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var othersMessage = Loc.GetString(entity.Comp.SprayHolderMessageOthers, ("victim", victimName), ("drink", drinkName));
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_popup.PopupPredicted(selfMessage, othersMessage, target.Value, target.Value);
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}
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else
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{
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// Show a popup to everyone in PVS range
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if (_timing.IsFirstTimePredicted)
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_popup.PopupEntity(Loc.GetString(entity.Comp.SprayGroundMessage, ("drink", drinkName)), entity);
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}
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_audio.PlayPredicted(entity.Comp.SpraySound, entity, target);
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// We just used all our fizziness, so clear it
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TryClearFizziness(entity);
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return true;
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}
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/// <summary>
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/// What is the current fizziness level of the solution, from 0 to 1?
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/// </summary>
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public double Fizziness(Entity<PressurizedSolutionComponent?> entity)
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{
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// No component means no fizz
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if (!Resolve(entity, ref entity.Comp, false))
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return 0;
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// No negative fizziness
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if (entity.Comp.FizzySettleTime <= _timing.CurTime)
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return 0;
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var currentDuration = entity.Comp.FizzySettleTime - _timing.CurTime;
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return Easings.InOutCubic((float) Math.Min(currentDuration / entity.Comp.FizzinessMaxDuration, 1));
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}
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/// <summary>
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/// Attempts to clear any fizziness in the solution.
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/// </summary>
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/// <remarks>Rolls a new spray threshold.</remarks>
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public void TryClearFizziness(Entity<PressurizedSolutionComponent?> entity)
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{
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if (!Resolve(entity, ref entity.Comp))
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return;
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entity.Comp.FizzySettleTime = TimeSpan.Zero;
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// Roll a new fizziness threshold
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RollSprayThreshold((entity, entity.Comp));
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}
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#endregion
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#region Event Handlers
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private void OnMapInit(Entity<PressurizedSolutionComponent> entity, ref MapInitEvent args)
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{
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RollSprayThreshold(entity);
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}
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private void OnOpened(Entity<PressurizedSolutionComponent> entity, ref OpenableOpenedEvent args)
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{
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// Make sure the opener is actually holding the drink
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var held = args.User != null && _hands.IsHolding(args.User.Value, entity, out _);
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SprayOrAddFizziness(entity, entity.Comp.SprayChanceModOnOpened, -1, held ? args.User : null);
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}
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private void OnShake(Entity<PressurizedSolutionComponent> entity, ref ShakeEvent args)
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{
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SprayOrAddFizziness(entity, entity.Comp.SprayChanceModOnShake, entity.Comp.FizzinessAddedOnShake, args.Shaker);
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}
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private void OnLand(Entity<PressurizedSolutionComponent> entity, ref LandEvent args)
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{
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SprayOrAddFizziness(entity, entity.Comp.SprayChanceModOnLand, entity.Comp.FizzinessAddedOnLand);
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}
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private void OnSolutionUpdate(Entity<PressurizedSolutionComponent> entity, ref SolutionContainerChangedEvent args)
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{
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if (args.SolutionId != entity.Comp.Solution)
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return;
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// If the solution is no longer capable of being fizzy, clear any built up fizziness
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if (SolutionFizzability(entity) <= 0)
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TryClearFizziness((entity, entity.Comp));
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}
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#endregion
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}
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[ByRefEvent]
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public record struct AttemptAddFizzinessEvent(Entity<PressurizedSolutionComponent> Entity, float Amount)
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{
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public bool Cancelled;
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}
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