using Content.Server.Chemistry.EntitySystems;
using Content.Server.Fluids.Components;
using Content.Server.Nutrition.Components;
+using Content.Shared.Chemistry.Components;
+using Content.Shared.Chemistry.Reaction;
+using Content.Shared.Chemistry.Reagent;
using Content.Shared.Clothing.Components;
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;
{
private void InitializeSpillable()
{
+ SubscribeLocalEvent<SpillableComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<SpillableComponent, LandEvent>(SpillOnLand);
+ SubscribeLocalEvent<SpillableComponent, MeleeHitEvent>(SplashOnMeleeHit);
SubscribeLocalEvent<SpillableComponent, GetVerbsEvent<Verb>>(AddSpillVerb);
SubscribeLocalEvent<SpillableComponent, GotEquippedEvent>(OnGotEquipped);
SubscribeLocalEvent<SpillableComponent, SolutionSpikeOverflowEvent>(OnSpikeOverflow);
SubscribeLocalEvent<SpillableComponent, SpillDoAfterEvent>(OnDoAfter);
}
+ private void OnExamined(EntityUid uid, SpillableComponent component, ExaminedEvent args)
+ {
+ args.PushMarkup(Loc.GetString("spill-examine-is-spillable"));
+
+ if (HasComp<MeleeWeaponComponent>(uid))
+ args.PushMarkup(Loc.GetString("spill-examine-spillable-weapon"));
+ }
+
private void OnSpikeOverflow(EntityUid uid, SpillableComponent component, SolutionSpikeOverflowEvent args)
{
if (!args.Handled)
args.Handled = true;
}
+ private void SplashOnMeleeHit(EntityUid uid, SpillableComponent component, MeleeHitEvent args)
+ {
+ // 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(uid, out var solution))
+ return;
+
+ if (TryComp<DrinkComponent>(uid, out var drink) && !drink.Opened)
+ return;
+
+ var hitCount = args.HitEntities.Count;
+
+ var totalSplit = FixedPoint2.Min(solution.MaxVolume * 0.25, solution.Volume);
+ if (TryComp<SolutionTransferComponent>(uid, 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, component.MaxMeleeSpillAmount);
+
+ 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(uid, solution, totalSplit / hitCount);
+
+ _adminLogger.Add(LogType.MeleeHit, $"{ToPrettyString(args.User)} splashed {SolutionContainerSystem.ToPrettyString(splitSolution):solution} from {ToPrettyString(uid):entity} onto {ToPrettyString(hit):target}");
+ _reactive.DoEntityReaction(hit, splitSolution, ReactionMethod.Touch);
+
+ _popups.PopupEntity(
+ Loc.GetString("spill-melee-hit-attacker", ("amount", totalSplit / hitCount), ("spillable", uid),
+ ("target", Identity.Entity(hit, EntityManager))),
+ hit, args.User);
+
+ _popups.PopupEntity(
+ Loc.GetString("spill-melee-hit-others", ("attacker", args.User), ("spillable", uid),
+ ("target", Identity.Entity(hit, EntityManager))),
+ hit, Filter.PvsExcept(args.User), true, PopupType.SmallCaution);
+ }
+ }
+
private void OnGotEquipped(EntityUid uid, SpillableComponent component, GotEquippedEvent args)
{
if (!component.SpillWorn)
// spill all solution on the player
var drainedSolution = _solutionContainerSystem.Drain(uid, solution, solution.Volume);
- TrySpillAt(args.Equipee, drainedSolution, out _);
+ TrySplashSpillAt(uid, Transform(args.Equipee).Coordinates, drainedSolution, out _);
}
private void SpillOnLand(EntityUid uid, SpillableComponent component, ref LandEvent args)