Files
tbd-station-14/Content.Server/Fluids/EntitySystems/PuddleSystem.Spillable.cs
TemporalOroboros d75e743dd7 Solution Entities (#21916)
* Creates Content.Shared.Chemistry.Solutions
Copies Solution class to new namespace
Obsoletes old Solution class

* Switches over to the Solutions.Solution Solution

* Creates Content.Shared.Chemistry.Containers
Copies relevant components/systems to the new namespace
Obsoletes old versions

* Switches over to the Containers.XYZ namespace

* Creates SolutionSystem and obsoletes old SolutionContainerSystem methods

* Start using SolutionSystem for Solution manipulation

* EnumerateSolutions

* Move TryGetMixableSolution

* Move EnsureSolution to Server

* Create Solution Entities

* Stop using obsolete solution system methods

* Fix prototype component tests

* Add using ..Audio.Systems; back

* Wrap solution container slots in ContainerSlots

* Actually add the slot to the solution container map

* Dirty SolutionContainerComponent when ensuring solutions

* Revert namespace changes

* Remerge SolutionSystem and SolutionContainerSystem

* SolutionContainerManagerComponent refactor

* Avoid wrapping necessary code in DebugTools.Assert as it is removed when compiling for release

* Readd examine reagent sorting

* Fix errors

* Poke tests

* Fix solution names not being applied

* Fix WoolyComponent including statement

* Fix merge skew

* Fix compile errors

* Make reactions use solntities

* Reindent solution class namespace

* Field attribute changes

* AutoGenerateComponentState for SolutionContainerComponent

* SolutionContainerComponent -> ContainedSolutionComponent

* ref ReactionAttemptEvent

* Denetwork preinit solutions

* Misc 1

* Nullable TryGetSolution out vars

* Cache associated solutions

* Fix merge skew

* Use explicit regions in SharedSolutionContainerSystem.Capabilities

* Add debug assert

* Use explicit regions in SharedSolutionContainerSystem.Relay + ref SolutionContainerChangedEvent

* ContainedSolutionComponent.Name -> ContainedSolutionComponent.ContainerName

* SolutionComponent doc comments

* Implicit DataField names and property purge

* ReagentEffect DataField names

* Local variables for readability

* Sort using statements + Entity<T> event handlers

* Fix compile erros

* Fix compile errors

---------

Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
2023-12-28 17:58:14 -08:00

240 lines
9.4 KiB
C#
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using Content.Server.Chemistry.Containers.EntitySystems;
using Content.Server.Fluids.Components;
using Content.Server.Nutrition.EntitySystems;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.EntitySystems;
using Content.Shared.Chemistry.Reaction;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Clothing.Components;
using Content.Shared.CombatMode.Pacification;
using Content.Shared.Database;
using Content.Shared.DoAfter;
using Content.Shared.Examine;
using Content.Shared.FixedPoint;
using Content.Shared.IdentityManagement;
using Content.Shared.Inventory.Events;
using Content.Shared.Popups;
using Content.Shared.Spillable;
using Content.Shared.Throwing;
using Content.Shared.Verbs;
using Content.Shared.Weapons.Melee;
using Content.Shared.Weapons.Melee.Events;
using Robust.Shared.Player;
namespace Content.Server.Fluids.EntitySystems;
public sealed partial class PuddleSystem
{
[Dependency] private readonly OpenableSystem _openable = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
private void InitializeSpillable()
{
SubscribeLocalEvent<SpillableComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<SpillableComponent, LandEvent>(SpillOnLand);
// openable handles the event if its closed
SubscribeLocalEvent<SpillableComponent, MeleeHitEvent>(SplashOnMeleeHit, after: new[] { typeof(OpenableSystem) });
SubscribeLocalEvent<SpillableComponent, GetVerbsEvent<Verb>>(AddSpillVerb);
SubscribeLocalEvent<SpillableComponent, GotEquippedEvent>(OnGotEquipped);
SubscribeLocalEvent<SpillableComponent, SolutionContainerOverflowEvent>(OnOverflow);
SubscribeLocalEvent<SpillableComponent, SpillDoAfterEvent>(OnDoAfter);
SubscribeLocalEvent<SpillableComponent, AttemptPacifiedThrowEvent>(OnAttemptPacifiedThrow);
}
private void OnExamined(Entity<SpillableComponent> entity, ref ExaminedEvent args)
{
args.PushMarkup(Loc.GetString("spill-examine-is-spillable"));
if (HasComp<MeleeWeaponComponent>(entity))
args.PushMarkup(Loc.GetString("spill-examine-spillable-weapon"));
}
private void OnOverflow(Entity<SpillableComponent> entity, ref SolutionContainerOverflowEvent args)
{
if (args.Handled)
return;
TrySpillAt(Transform(entity).Coordinates, args.Overflow, out _);
args.Handled = true;
}
private void SplashOnMeleeHit(Entity<SpillableComponent> entity, ref MeleeHitEvent args)
{
if (args.Handled)
return;
// When attacking someone reactive with a spillable entity,
// splash a little on them (touch react)
// If this also has solution transfer, then assume the transfer amount is how much we want to spill.
// Otherwise let's say they want to spill a quarter of its max volume.
if (!_solutionContainerSystem.TryGetDrainableSolution(entity.Owner, out var soln, out var solution))
return;
var hitCount = args.HitEntities.Count;
var totalSplit = FixedPoint2.Min(solution.MaxVolume * 0.25, solution.Volume);
if (TryComp<SolutionTransferComponent>(entity, out var transfer))
{
totalSplit = FixedPoint2.Min(transfer.TransferAmount, solution.Volume);
}
// a little lame, but reagent quantity is not very balanced and we don't want people
// spilling like 100u of reagent on someone at once!
totalSplit = FixedPoint2.Min(totalSplit, entity.Comp.MaxMeleeSpillAmount);
if (totalSplit == 0)
return;
args.Handled = true;
foreach (var hit in args.HitEntities)
{
if (!HasComp<ReactiveComponent>(hit))
{
hitCount -= 1; // so we don't undershoot solution calculation for actual reactive entities
continue;
}
var splitSolution = _solutionContainerSystem.SplitSolution(soln.Value, totalSplit / hitCount);
_adminLogger.Add(LogType.MeleeHit, $"{ToPrettyString(args.User)} splashed {SolutionContainerSystem.ToPrettyString(splitSolution):solution} from {ToPrettyString(entity.Owner):entity} onto {ToPrettyString(hit):target}");
_reactive.DoEntityReaction(hit, splitSolution, ReactionMethod.Touch);
_popups.PopupEntity(
Loc.GetString("spill-melee-hit-attacker", ("amount", totalSplit / hitCount), ("spillable", entity.Owner),
("target", Identity.Entity(hit, EntityManager))),
hit, args.User);
_popups.PopupEntity(
Loc.GetString("spill-melee-hit-others", ("attacker", args.User), ("spillable", entity.Owner),
("target", Identity.Entity(hit, EntityManager))),
hit, Filter.PvsExcept(args.User), true, PopupType.SmallCaution);
}
}
private void OnGotEquipped(Entity<SpillableComponent> entity, ref GotEquippedEvent args)
{
if (!entity.Comp.SpillWorn)
return;
if (!TryComp(entity, out ClothingComponent? clothing))
return;
// check if entity was actually used as clothing
// not just taken in pockets or something
var isCorrectSlot = clothing.Slots.HasFlag(args.SlotFlags);
if (!isCorrectSlot)
return;
if (!_solutionContainerSystem.TryGetSolution(entity.Owner, entity.Comp.SolutionName, out var soln, out var solution))
return;
if (solution.Volume == 0)
return;
// spill all solution on the player
var drainedSolution = _solutionContainerSystem.Drain(entity.Owner, soln.Value, solution.Volume);
TrySplashSpillAt(entity.Owner, Transform(args.Equipee).Coordinates, drainedSolution, out _);
}
private void SpillOnLand(Entity<SpillableComponent> entity, ref LandEvent args)
{
if (!_solutionContainerSystem.TryGetSolution(entity.Owner, entity.Comp.SolutionName, out var soln, out var solution))
return;
if (_openable.IsClosed(entity.Owner))
return;
if (args.User != null)
{
_adminLogger.Add(LogType.Landed,
$"{ToPrettyString(entity.Owner):entity} spilled a solution {SolutionContainerSystem.ToPrettyString(solution):solution} on landing");
}
var drainedSolution = _solutionContainerSystem.Drain(entity.Owner, soln.Value, solution.Volume);
TrySplashSpillAt(entity.Owner, Transform(entity).Coordinates, drainedSolution, out _);
}
/// <summary>
/// Prevent Pacified entities from throwing items that can spill liquids.
/// </summary>
private void OnAttemptPacifiedThrow(Entity<SpillableComponent> ent, ref AttemptPacifiedThrowEvent args)
{
// Dont care about closed containers.
if (_openable.IsClosed(ent))
return;
// Dont care about empty containers.
if (!_solutionContainerSystem.TryGetSolution(ent.Owner, ent.Comp.SolutionName, out _, out var solution) || solution.Volume <= 0)
return;
args.Cancel("pacified-cannot-throw-spill");
}
private void AddSpillVerb(Entity<SpillableComponent> entity, ref GetVerbsEvent<Verb> args)
{
if (!args.CanAccess || !args.CanInteract)
return;
if (!_solutionContainerSystem.TryGetSolution(args.Target, entity.Comp.SolutionName, out var soln, out var solution))
return;
if (_openable.IsClosed(args.Target))
return;
if (solution.Volume == FixedPoint2.Zero)
return;
if (_entityManager.HasComponent<PreventSpillerComponent>(args.User))
return;
Verb verb = new()
{
Text = Loc.GetString("spill-target-verb-get-data-text")
};
// TODO VERB ICONS spill icon? pouring out a glass/beaker?
if (entity.Comp.SpillDelay == null)
{
var target = args.Target;
verb.Act = () =>
{
var puddleSolution = _solutionContainerSystem.SplitSolution(soln.Value, solution.Volume);
TrySpillAt(Transform(target).Coordinates, puddleSolution, out _);
};
}
else
{
var user = args.User;
verb.Act = () =>
{
_doAfterSystem.TryStartDoAfter(new DoAfterArgs(EntityManager, user, entity.Comp.SpillDelay ?? 0, new SpillDoAfterEvent(), entity.Owner, target: entity.Owner)
{
BreakOnTargetMove = true,
BreakOnUserMove = true,
BreakOnDamage = true,
NeedHand = true,
});
};
}
verb.Impact = LogImpact.Medium; // dangerous reagent reaction are logged separately.
verb.DoContactInteraction = true;
args.Verbs.Add(verb);
}
private void OnDoAfter(Entity<SpillableComponent> entity, ref SpillDoAfterEvent args)
{
if (args.Handled || args.Cancelled || args.Args.Target == null)
return;
//solution gone by other means before doafter completes
if (!_solutionContainerSystem.TryGetDrainableSolution(entity.Owner, out var soln, out var solution) || solution.Volume == 0)
return;
var puddleSolution = _solutionContainerSystem.SplitSolution(soln.Value, solution.Volume);
TrySpillAt(Transform(entity).Coordinates, puddleSolution, out _);
args.Handled = true;
}
}