+++ /dev/null
-using Content.Shared.Chemistry.Components;
-using Content.Shared.Chemistry.Reagent;
-using Content.Shared.FixedPoint;
-using Content.Shared.Fluids.Components;
-
-namespace Content.Server.Fluids.EntitySystems;
-
-public sealed partial class PuddleSystem
-{
- private static readonly TimeSpan EvaporationCooldown = TimeSpan.FromSeconds(1);
-
- private void OnEvaporationMapInit(Entity<EvaporationComponent> entity, ref MapInitEvent args)
- {
- entity.Comp.NextTick = _timing.CurTime + EvaporationCooldown;
- }
-
- private void UpdateEvaporation(EntityUid uid, Solution solution)
- {
- if (HasComp<EvaporationComponent>(uid))
- {
- return;
- }
-
- if (solution.GetTotalPrototypeQuantity(GetEvaporatingReagents(solution)) > FixedPoint2.Zero)
- {
- var evaporation = AddComp<EvaporationComponent>(uid);
- evaporation.NextTick = _timing.CurTime + EvaporationCooldown;
- return;
- }
-
- RemComp<EvaporationComponent>(uid);
- }
-
- private void TickEvaporation()
- {
- var query = EntityQueryEnumerator<EvaporationComponent, PuddleComponent>();
- var xformQuery = GetEntityQuery<TransformComponent>();
- var curTime = _timing.CurTime;
- while (query.MoveNext(out var uid, out var evaporation, out var puddle))
- {
- if (evaporation.NextTick > curTime)
- continue;
-
- evaporation.NextTick += EvaporationCooldown;
-
- if (!_solutionContainerSystem.ResolveSolution(uid, puddle.SolutionName, ref puddle.Solution, out var puddleSolution))
- continue;
-
- // Yes, this means that 50u water + 50u holy water evaporates twice as fast as 100u water.
- foreach ((string evaporatingReagent, FixedPoint2 evaporatingSpeed) in GetEvaporationSpeeds(puddleSolution))
- {
- var reagentTick = evaporation.EvaporationAmount * EvaporationCooldown.TotalSeconds * evaporatingSpeed;
- puddleSolution.SplitSolutionWithOnly(reagentTick, evaporatingReagent);
- }
-
- // Despawn if we're done
- if (puddleSolution.Volume == FixedPoint2.Zero)
- {
- // Spawn a *sparkle*
- Spawn("PuddleSparkle", xformQuery.GetComponent(uid).Coordinates);
- QueueDel(uid);
- }
-
- _solutionContainerSystem.UpdateChemicals(puddle.Solution.Value);
- }
- }
-}
-using Content.Server.Chemistry.Containers.EntitySystems;
-using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.EntitySystems;
-using Content.Shared.Chemistry.Reaction;
-using Content.Shared.Chemistry;
-using Content.Shared.Clothing;
-using Content.Shared.CombatMode.Pacification;
using Content.Shared.Database;
-using Content.Shared.FixedPoint;
using Content.Shared.Fluids.Components;
-using Content.Shared.IdentityManagement;
-using Content.Shared.Nutrition.EntitySystems;
-using Content.Shared.Popups;
using Content.Shared.Spillable;
using Content.Shared.Throwing;
-using Content.Shared.Weapons.Melee.Events;
-using Robust.Shared.Player;
namespace Content.Server.Fluids.EntitySystems;
SubscribeLocalEvent<SpillableComponent, LandEvent>(SpillOnLand);
// Openable handles the event if it's closed
- SubscribeLocalEvent<SpillableComponent, MeleeHitEvent>(SplashOnMeleeHit, after: [typeof(OpenableSystem)]);
SubscribeLocalEvent<SpillableComponent, SolutionContainerOverflowEvent>(OnOverflow);
SubscribeLocalEvent<SpillableComponent, SpillDoAfterEvent>(OnDoAfter);
- SubscribeLocalEvent<SpillableComponent, AttemptPacifiedThrowEvent>(OnAttemptPacifiedThrow);
}
private void OnOverflow(Entity<SpillableComponent> entity, ref SolutionContainerOverflowEvent args)
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;
-
- // Optionally allow further melee handling occur
- args.Handled = entity.Comp.PreventMelee;
-
- // First update the hit count so anything that is not reactive wont count towards the total!
- foreach (var hit in args.HitEntities)
- {
- if (!HasComp<ReactiveComponent>(hit))
- hitCount -= 1;
- }
-
- foreach (var hit in args.HitEntities)
- {
- if (!HasComp<ReactiveComponent>(hit))
- continue;
-
- var splitSolution = _solutionContainerSystem.SplitSolution(soln.Value, totalSplit / hitCount);
-
- _adminLogger.Add(LogType.MeleeHit, $"{ToPrettyString(args.User)} splashed {SharedSolutionContainerSystem.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 SpillOnLand(Entity<SpillableComponent> entity, ref LandEvent args)
{
if (!_solutionContainerSystem.TryGetSolution(entity.Owner, entity.Comp.SolutionName, out var soln, out var solution))
if (args.User != null)
{
- _adminLogger.Add(LogType.Landed,
+ AdminLogger.Add(LogType.Landed,
$"{ToPrettyString(entity.Owner):entity} spilled a solution {SharedSolutionContainerSystem.ToPrettyString(solution):solution} on landing");
}
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)
- {
- // Don’t care about closed containers.
- if (Openable.IsClosed(ent))
- return;
-
- // Don’t 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 OnDoAfter(Entity<SpillableComponent> entity, ref SpillDoAfterEvent args)
{
if (args.Handled || args.Cancelled || args.Args.Target == null)
+++ /dev/null
-using Content.Shared.Chemistry.Components;
-using Content.Shared.DragDrop;
-using Content.Shared.FixedPoint;
-using Content.Shared.Fluids;
-using Content.Shared.Nutrition.EntitySystems;
-
-namespace Content.Server.Fluids.EntitySystems;
-
-public sealed partial class PuddleSystem
-{
- [Dependency] private readonly OpenableSystem _openable = default!;
-
- private void InitializeTransfers()
- {
- SubscribeLocalEvent<RefillableSolutionComponent, DragDropDraggedEvent>(OnRefillableDragged);
- }
-
- private void OnRefillableDragged(Entity<RefillableSolutionComponent> entity, ref DragDropDraggedEvent args)
- {
- if (!_actionBlocker.CanComplexInteract(args.User))
- {
- _popups.PopupEntity(Loc.GetString("mopping-system-no-hands"), args.User, args.User);
- return;
- }
-
- if (!_solutionContainerSystem.TryGetSolution(entity.Owner, entity.Comp.Solution, out var soln, out var solution) || solution.Volume == FixedPoint2.Zero)
- {
- _popups.PopupEntity(Loc.GetString("mopping-system-empty", ("used", entity.Owner)), entity, args.User);
- return;
- }
-
- // Dump reagents into DumpableSolution
- if (TryComp<DumpableSolutionComponent>(args.Target, out var dump))
- {
- if (!_solutionContainerSystem.TryGetDumpableSolution((args.Target, dump, null), out var dumpableSoln, out var dumpableSolution))
- return;
-
- if (!_solutionContainerSystem.TryGetDrainableSolution(entity.Owner, out _, out _))
- return;
-
- if (_openable.IsClosed(entity))
- return;
-
- bool success = true;
- if (dump.Unlimited)
- {
- var split = _solutionContainerSystem.SplitSolution(soln.Value, solution.Volume);
- dumpableSolution.AddSolution(split, _prototypeManager);
- }
- else
- {
- var split = _solutionContainerSystem.SplitSolution(soln.Value, dumpableSolution.AvailableVolume);
- success = _solutionContainerSystem.TryAddSolution(dumpableSoln.Value, split);
- }
-
- if (success)
- {
- _audio.PlayPvs(AbsorbentComponent.DefaultTransferSound, args.Target);
- }
- else
- {
- _popups.PopupEntity(Loc.GetString("mopping-system-full", ("used", args.Target)), args.Target, args.User);
- }
-
- return;
- }
-
- // Take reagents from target
- if (!TryComp<DrainableSolutionComponent>(args.Target, out var drainable))
- {
- if (!_solutionContainerSystem.TryGetDrainableSolution((args.Target, drainable, null), out var drainableSolution, out _))
- return;
-
- var split = _solutionContainerSystem.SplitSolution(drainableSolution.Value, solution.AvailableVolume);
-
- if (_solutionContainerSystem.TryAddSolution(soln.Value, split))
- {
- _audio.PlayPvs(AbsorbentComponent.DefaultTransferSound, entity);
- }
- else
- {
- _popups.PopupEntity(Loc.GetString("mopping-system-full", ("used", entity.Owner)), entity, args.User);
- }
- }
- }
-}
-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>
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 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!;
- // 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;
/*
_puddleQuery = GetEntityQuery<PuddleComponent>();
- // Shouldn't need re-anchoring.
- SubscribeLocalEvent<PuddleComponent, AnchorStateChangedEvent>(OnAnchorChanged);
SubscribeLocalEvent<PuddleComponent, SpreadNeighborsEvent>(OnPuddleSpread);
SubscribeLocalEvent<PuddleComponent, SlipEvent>(OnPuddleSlip);
-
- SubscribeLocalEvent<EvaporationComponent, MapInitEvent>(OnEvaporationMapInit);
-
- InitializeTransfers();
}
+ // TODO: This can be predicted once https://github.com/space-wizards/RobustToolbox/pull/5849 is merged
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)
}
}
+ // TODO: This can be predicted once https://github.com/space-wizards/RobustToolbox/pull/5849 is merged
private void OnPuddleSlip(Entity<PuddleComponent> entity, ref SlipEvent args)
{
// Reactive entities have a chance to get a touch reaction from slipping on a puddle
out var solution))
return;
- _popups.PopupEntity(Loc.GetString("puddle-component-slipped-touch-reaction", ("puddle", entity.Owner)),
+ 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();
- }
-
- protected override void OnSolutionUpdate(Entity<PuddleComponent> entity, ref SolutionContainerChangedEvent args)
- {
- if (args.SolutionId != entity.Comp.SolutionName)
- return;
-
- base.OnSolutionUpdate(entity, ref args);
-
- 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);
- }
-
- 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);
-
- EnsureComp<SlipperyComponent>(entity, out var slipComp);
-
- // 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;
- // A cumulative weighted amount of knockdown times from slippery reagents
- var knockdownTimer = 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);
- slipComp.SlipData.SlipFriction = 1f;
- slipComp.AffectsSliding = false;
- Dirty(entity, slipComp);
- return;
- }
-
- slipComp.AffectsSliding = true;
-
- 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.StunTime * (float)quantity;
- knockdownTimer += reagentProto.SlipData.KnockdownTime * (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.StunTime = (stunTimer/(float)slipperyUnits);
- slipComp.SlipData.KnockdownTime = (knockdownTimer/(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);
+ Reactive.DoEntityReaction(args.Slipped, splitSol, ReactionMethod.Touch);
}
/// <summary>
return true;
}
- _audio.PlayPvs(puddleComponent.SpillSound, puddleUid);
+ Audio.PlayPvs(puddleComponent.SpillSound, puddleUid);
return true;
}
#region Spill
+ // TODO: This can be predicted once https://github.com/space-wizards/RobustToolbox/pull/5849 is merged
/// <inheritdoc/>
public override bool TrySplashSpillAt(EntityUid uid,
EntityCoordinates coordinates,
if (user != null)
{
- _adminLogger.Add(LogType.Landed,
+ 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(
+ 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);
}
private void OnMapInit(Entity<ItemCabinetComponent> ent, ref MapInitEvent args)
{
// update at mapinit to avoid copy pasting locked: true and locked: false for each closed/open prototype
- SetSlotLock(ent, !_openable.IsOpen(ent));
+ SetSlotLock(ent, _openable.IsClosed(ent, null));
}
private void UpdateAppearance(Entity<ItemCabinetComponent> ent)
namespace Content.Shared.Chemistry.Components;
/// <summary>
-/// Denotes the solution that can be easily removed through any reagent container.
-/// Think pouring this or draining from a water tank.
+/// Denotes a specific solution contained within this entity that can can be
+/// easily "drained". This means things with taps/spigots, or easily poured
+/// items.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed partial class DrainableSolutionComponent : Component
/// <summary>
/// Solution name that can be drained.
/// </summary>
- [DataField, ViewVariables(VVAccess.ReadWrite)]
+ [DataField]
public string Solution = "default";
}
namespace Content.Shared.Chemistry.Components;
/// <summary>
-/// Denotes the solution that can be easily dumped into (completely removed from the dumping container into this one)
-/// Think pouring a container fully into this.
+/// Denotes that there is a solution contained in this entity that can be
+/// easily dumped into (that is, completely removed from the dumping container
+/// into this one). Think pouring a container fully into this.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed partial class DumpableSolutionComponent : Component
/// <summary>
/// Solution name that can be dumped into.
/// </summary>
- [DataField, ViewVariables(VVAccess.ReadWrite)]
+ [DataField]
public string Solution = "default";
/// <summary>
/// Whether the solution can be dumped into infinitely.
/// </summary>
- [DataField, ViewVariables(VVAccess.ReadWrite)]
+ /// <remarks>Note that this is what makes the ChemMaster's buffer a stasis buffer as well!</remarks>
+ [DataField]
public bool Unlimited = false;
}
namespace Content.Shared.Chemistry.Components;
/// <summary>
-/// Reagents that can be added easily. For example like
-/// pouring something into another beaker, glass, or into the gas
-/// tank of a car.
+/// Denotes that the entity has a solution contained which can be easily added
+/// to. This should go on things that are meant to be refilled, including
+/// pouring things into a beaker. If you run it under a sink tap, it's probably
+/// refillable.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed partial class RefillableSolutionComponent : Component
/// <summary>
/// Solution name that can added to easily.
/// </summary>
- [DataField, ViewVariables(VVAccess.ReadWrite)]
+ [DataField]
public string Solution = "default";
/// <summary>
/// The maximum amount that can be transferred to the solution at once
/// </summary>
- [DataField, ViewVariables(VVAccess.ReadWrite)]
+ [DataField]
public FixedPoint2? MaxRefill = null;
}
/// <summary>
/// Added to puddles that contain water so it may evaporate over time.
/// </summary>
-[NetworkedComponent, AutoGenerateComponentPause]
+[NetworkedComponent, AutoGenerateComponentPause, AutoGenerateComponentState]
[RegisterComponent, Access(typeof(SharedPuddleSystem))]
public sealed partial class EvaporationComponent : Component
{
/// <summary>
/// The next time we remove the EvaporationSystem reagent amount from this entity.
/// </summary>
- [AutoPausedField, DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
+ [AutoNetworkedField, AutoPausedField]
+ [DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
public TimeSpan NextTick;
/// <summary>
--- /dev/null
+using System.Diagnostics.CodeAnalysis;
+using Content.Shared.ActionBlocker;
+using Content.Shared.Chemistry.Components;
+using Content.Shared.Chemistry.EntitySystems;
+using Content.Shared.DragDrop;
+using Content.Shared.FixedPoint;
+using Content.Shared.Item;
+using Content.Shared.Nutrition.EntitySystems;
+using Content.Shared.Popups;
+using Robust.Shared.Audio.Systems;
+using Robust.Shared.Prototypes;
+
+namespace Content.Shared.Fluids.EntitySystems;
+
+/// <summary>
+/// Handles drag and drop of various solutions.
+/// </summary>
+/// <remarks>
+/// The thing dragged always "gives" its reagents away for consistent UX.
+/// </remarks>
+/// <seealso cref="DumpableSolutionComponent" />
+/// <seealso cref="DrainableSolutionComponent" />
+/// <seealso cref="RefillableSolutionComponent" />
+public sealed class SolutionDumpingSystem : EntitySystem
+{
+ [Dependency] private readonly IPrototypeManager _protoMan = default!;
+ [Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
+ [Dependency] private readonly OpenableSystem _openable = default!;
+ [Dependency] private readonly SharedAudioSystem _audio = default!;
+ [Dependency] private readonly SharedPopupSystem _popup = default!;
+ [Dependency] private readonly SharedSolutionContainerSystem _solContainer = default!;
+
+ private EntityQuery<ItemComponent> _itemQuery;
+ private EntityQuery<RefillableSolutionComponent> _refillableQuery;
+ private EntityQuery<DumpableSolutionComponent> _dumpQuery;
+
+ public override void Initialize()
+ {
+ base.Initialize();
+
+ SubscribeLocalEvent<DrainableSolutionComponent, CanDragEvent>(OnDrainableCanDrag);
+ SubscribeLocalEvent<DrainableSolutionComponent, CanDropDraggedEvent>(OnDrainableCanDragDropped);
+
+ //SubscribeLocalEvent<RefillableSolutionComponent, DragDropDraggedEvent>(OnRefillableDragged); For if you want to refill a container by dragging it into another one. Can't find a use for that currently.
+ SubscribeLocalEvent<DrainableSolutionComponent, DragDropDraggedEvent>(OnDrainableDragged);
+
+ SubscribeLocalEvent<RefillableSolutionComponent, DrainedTargetEvent>(OnDrainedToRefillableDragged);
+ SubscribeLocalEvent<DumpableSolutionComponent, DrainedTargetEvent>(OnDrainedToDumpableDragged);
+
+ // We use queries for these since CanDropDraggedEvent gets called pretty rapidly
+ _itemQuery = GetEntityQuery<ItemComponent>();
+ _refillableQuery = GetEntityQuery<RefillableSolutionComponent>();
+ _dumpQuery = GetEntityQuery<DumpableSolutionComponent>();
+ }
+
+ private void OnDrainableCanDrag(Entity<DrainableSolutionComponent> ent, ref CanDragEvent args)
+ {
+ if (_itemQuery.HasComp(ent))
+ args.Handled = true;
+ }
+
+ private void OnDrainableCanDragDropped(Entity<DrainableSolutionComponent> ent, ref CanDropDraggedEvent args)
+ {
+ // Easily drawn-from thing can be dragged onto easily refillable thing.
+ if (!_refillableQuery.HasComp(args.Target) && !_dumpQuery.HasComp(args.Target))
+ return;
+
+ args.CanDrop = true;
+ args.Handled = true;
+ }
+
+ /// <summary>
+ /// For when you are pouring something out from the container.
+ /// </summary>
+ private void OnDrainableDragged(Entity<DrainableSolutionComponent> sourceContainer, ref DragDropDraggedEvent args)
+ {
+ // Raising an event to be able to drain into various kind of fillable components.
+ var ev = new DrainedTargetEvent(args.User, sourceContainer, sourceContainer.Comp.Solution);
+ RaiseLocalEvent(args.Target, ref ev);
+ }
+
+ // Note: I feel that DumpableSolutionComponent is kind of redundant and only used to support unlimited containers,
+ // and even then that should probably be refactored out (see to-do below).
+ // It might be worth having the distinction if we want to separate "dump all" vs "pour some" functionalities,
+ // but then we probably want to do a proper pass on how RefillableSolutionComponent is handled.
+ private void OnDrainedToDumpableDragged(Entity<DumpableSolutionComponent> ent, ref DrainedTargetEvent args)
+ {
+ if (!_solContainer.TryGetDumpableSolution((ent, ent.Comp),
+ out var targetSolEnt,
+ out var targetSol))
+ return;
+
+ // Check openness, hands, source being empty, and target being full.
+ if (!DragInteractionChecks(args.User,
+ args.Source,
+ ent.Owner,
+ args.SourceSolution,
+ targetSol,
+ out var sourceEnt,
+ !ent.Comp.Unlimited))
+ return;
+
+ if (ent.Comp.Unlimited)
+ {
+ // Unlimited means we're dumping into an infinite buffer, so we
+ // have to be careful that we don't trigger any reactions. This
+ // means SolutionContainerSystem.AddSolution can't be used!
+ // TODO: This should be replaced with proper support for unlimited solutions, rather than cheating by bypassing UpdateChemicals using AddSolution. We can already avoid reactions using CanReact = false, this cheat just bypasses solution overflow.
+ targetSol.AddSolution(
+ _solContainer.SplitSolution(sourceEnt.Value, sourceEnt.Value.Comp.Solution.Volume),
+ _protoMan);
+ // Solution.AddSolution doesn't dirty targetSol for us
+ Dirty(targetSolEnt.Value);
+ }
+ else
+ {
+ _solContainer.TryAddSolution(targetSolEnt.Value,
+ _solContainer.SplitSolution(sourceEnt.Value, targetSol.AvailableVolume));
+ }
+
+ _audio.PlayPredicted(AbsorbentComponent.DefaultTransferSound, ent, args.User);
+ }
+
+ private void OnDrainedToRefillableDragged(Entity<RefillableSolutionComponent> ent, ref DrainedTargetEvent args)
+ {
+ if (!_solContainer.TryGetRefillableSolution((ent, ent.Comp),
+ out var targetSolEnt,
+ out var targetSol))
+ return;
+
+ // Check openness, hands, source being empty, and target being full.
+ if (!DragInteractionChecks(args.User,
+ args.Source,
+ ent.Owner,
+ args.SourceSolution,
+ targetSol,
+ out var sourceEnt))
+ return;
+
+ _solContainer.TryAddSolution(targetSolEnt.Value,
+ _solContainer.SplitSolution(sourceEnt.Value, targetSol.AvailableVolume));
+
+ _audio.PlayPredicted(AbsorbentComponent.DefaultTransferSound, ent, args.User);
+ }
+
+ // Common checks between dragging handlers.
+ private bool DragInteractionChecks(EntityUid user,
+ EntityUid sourceContainer,
+ EntityUid targetContainer,
+ string sourceSolutionName,
+ Solution targetSol,
+ [NotNullWhen(true)] out Entity<SolutionComponent>? sourceSolEnt,
+ bool checkAvailableVolume = true)
+ {
+ sourceSolEnt = null;
+ if (!_actionBlocker.CanComplexInteract(user))
+ {
+ _popup.PopupClient(Loc.GetString("mopping-system-no-hands"), user, user);
+ return false;
+ }
+
+ if (!_solContainer.TryGetSolution(sourceContainer, sourceSolutionName, out sourceSolEnt)
+ || sourceSolEnt.Value.Comp.Solution.Volume == FixedPoint2.Zero)
+ {
+ _popup.PopupClient(Loc.GetString("mopping-system-empty", ("used", sourceContainer)),
+ sourceContainer,
+ user);
+ return false;
+ }
+
+ if (checkAvailableVolume && targetSol.AvailableVolume == FixedPoint2.Zero)
+ {
+ _popup.PopupClient(Loc.GetString("mopping-system-full", ("used", targetContainer)), targetContainer, user);
+ return false;
+ }
+
+ // Both things need to be open. If the entity has nothing to close, it will count as "open".
+ return !_openable.IsClosed(sourceContainer, user, predicted: true)
+ && !_openable.IsClosed(targetContainer, user, predicted: true);
+ }
+}
+
+/// <summary>
+/// Raised directed on a target being drained into.
+/// </summary>
+[ByRefEvent]
+public record struct DrainedTargetEvent(EntityUid User, EntityUid Source, string SourceSolution)
+{
+ public readonly EntityUid User = User;
+ public readonly EntityUid Source = Source;
+ public readonly string SourceSolution = SourceSolution;
+ public bool Handled = false;
+}
+using System.Linq;
using Content.Shared.Chemistry.Components;
-using Content.Shared.Chemistry.Reagent;
using Content.Shared.FixedPoint;
+using Content.Shared.Fluids.Components;
namespace Content.Shared.Fluids;
public abstract partial class SharedPuddleSystem
{
+ private static readonly TimeSpan EvaporationCooldown = TimeSpan.FromSeconds(1);
+
+ private void OnEvaporationMapInit(Entity<EvaporationComponent> ent, ref MapInitEvent args)
+ {
+ ent.Comp.NextTick = _timing.CurTime + EvaporationCooldown;
+ Dirty(ent);
+ }
+
+ private void UpdateEvaporation(EntityUid uid, Solution solution)
+ {
+ if (_evaporationQuery.HasComp(uid))
+ return;
+
+ if (solution.GetTotalPrototypeQuantity(GetEvaporatingReagents(solution)) > FixedPoint2.Zero)
+ {
+ var evaporation = AddComp<EvaporationComponent>(uid);
+ evaporation.NextTick = _timing.CurTime + EvaporationCooldown;
+ Dirty<EvaporationComponent>((uid, evaporation));
+ return;
+ }
+
+ RemComp<EvaporationComponent>(uid);
+ }
+
+ private void TickEvaporation()
+ {
+ var query = EntityQueryEnumerator<EvaporationComponent, PuddleComponent>();
+ var curTime = _timing.CurTime;
+ while (query.MoveNext(out var uid, out var evaporation, out var puddle))
+ {
+ if (evaporation.NextTick > curTime)
+ continue;
+
+ // Necessary to keep client and server in sync so they don't drift
+ evaporation.NextTick += EvaporationCooldown;
+ Dirty(uid, evaporation);
+
+ if (!_solutionContainerSystem.ResolveSolution(uid, puddle.SolutionName, ref puddle.Solution, out var puddleSolution))
+ continue;
+
+ // If we have multiple evaporating reagents in one puddle, just take the average evaporation speed and apply
+ // that to all of them.
+ var evaporationSpeeds = GetEvaporationSpeeds(puddleSolution);
+ if (evaporationSpeeds.Count == 0)
+ continue;
+
+ // Can't use .Average because FixedPoint2
+ var evaporationSpeed = evaporationSpeeds.Values.Sum() / evaporationSpeeds.Count;
+ var reagentProportions = evaporationSpeeds.ToDictionary(kv => kv.Key,
+ kv => puddleSolution.GetTotalPrototypeQuantity(kv.Key) / puddleSolution.Volume);
+
+ // Still have to iterate over one-by-one since the full solution could have non-evaporating solutions.
+ foreach (var (reagent, factor) in reagentProportions)
+ {
+ var reagentTick = evaporation.EvaporationAmount * EvaporationCooldown.TotalSeconds * evaporationSpeed * factor;
+ puddleSolution.SplitSolutionWithOnly(reagentTick, reagent);
+ }
+
+ // Despawn if we're done
+ if (puddleSolution.Volume == FixedPoint2.Zero)
+ {
+ // Spawn a *sparkle*
+ SpawnAttachedTo(evaporation.EvaporationEffect, Transform(uid).Coordinates);
+ PredictedQueueDel(uid);
+ }
+
+ _solutionContainerSystem.UpdateChemicals(puddle.Solution.Value);
+ }
+ }
+
+
public string[] GetEvaporatingReagents(Solution solution)
{
- var evaporatingReagents = new List<string>();
- foreach (ReagentPrototype solProto in solution.GetReagentPrototypes(_prototypeManager).Keys)
+ List<string> evaporatingReagents = [];
+ foreach (var solProto in solution.GetReagentPrototypes(_prototypeManager).Keys)
{
if (solProto.EvaporationSpeed > FixedPoint2.Zero)
evaporatingReagents.Add(solProto.ID);
public string[] GetAbsorbentReagents(Solution solution)
{
- var absorbentReagents = new List<string>();
- foreach (ReagentPrototype solProto in solution.GetReagentPrototypes(_prototypeManager).Keys)
+ List<string> absorbentReagents = [];
+ foreach (var solProto in solution.GetReagentPrototypes(_prototypeManager).Keys)
{
if (solProto.Absorbent)
absorbentReagents.Add(solProto.ID);
}
/// <summary>
- /// Gets the evaporating speed of the reagents within a solution.
- /// The speed at which a solution evaporates is the sum of the speed of all evaporating reagents in it.
+ /// Gets a mapping of evaporating speed of the reagents within a solution.
+ /// The speed at which a solution evaporates is the average of the speed of all evaporating reagents in it.
/// </summary>
public Dictionary<string, FixedPoint2> GetEvaporationSpeeds(Solution solution)
{
- var evaporatingSpeeds = new Dictionary<string, FixedPoint2>();
- foreach (ReagentPrototype solProto in solution.GetReagentPrototypes(_prototypeManager).Keys)
+ Dictionary<string, FixedPoint2> evaporatingSpeeds = [];
+ foreach (var solProto in solution.GetReagentPrototypes(_prototypeManager).Keys)
{
if (solProto.EvaporationSpeed > FixedPoint2.Zero)
{
+using Content.Shared.Chemistry;
using Content.Shared.Chemistry.Components;
+using Content.Shared.Chemistry.EntitySystems;
+using Content.Shared.Chemistry.Reaction;
+using Content.Shared.CombatMode.Pacification;
using Content.Shared.Database;
using Content.Shared.DoAfter;
using Content.Shared.Examine;
using Content.Shared.FixedPoint;
using Content.Shared.Fluids.Components;
+using Content.Shared.IdentityManagement;
using Content.Shared.Nutrition.EntitySystems;
+using Content.Shared.Popups;
using Content.Shared.Spillable;
using Content.Shared.Verbs;
using Content.Shared.Weapons.Melee;
+using Content.Shared.Weapons.Melee.Events;
+using Robust.Shared.Player;
namespace Content.Shared.Fluids;
public abstract partial class SharedPuddleSystem
{
- [Dependency] protected readonly OpenableSystem Openable = default!;
+ private static readonly FixedPoint2 MeleeHitTransferProportion = 0.25;
protected virtual void InitializeSpillable()
{
SubscribeLocalEvent<SpillableComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<SpillableComponent, GetVerbsEvent<Verb>>(AddSpillVerb);
+ SubscribeLocalEvent<SpillableComponent, MeleeHitEvent>(SplashOnMeleeHit, after: [typeof(OpenableSystem)]);
+ SubscribeLocalEvent<SpillableComponent, AttemptPacifiedThrowEvent>(OnAttemptPacifiedThrow);
}
private void OnExamined(Entity<SpillableComponent> entity, ref ExaminedEvent args)
if (!args.CanAccess || !args.CanInteract || args.Hands == null)
return;
- if (!_solutionContainerSystem.TryGetSolution(args.Target, entity.Comp.SolutionName, out var soln, out var solution))
+ if (!_solutionContainerSystem.TryGetSolution(args.Target,
+ entity.Comp.SolutionName,
+ out var soln,
+ out var solution))
return;
if (Openable.IsClosed(args.Target))
var user = args.User;
verb.Act = () =>
{
- _doAfterSystem.TryStartDoAfter(new DoAfterArgs(EntityManager, user, entity.Comp.SpillDelay ?? 0, new SpillDoAfterEvent(), entity.Owner, target: entity.Owner)
+ _doAfterSystem.TryStartDoAfter(new DoAfterArgs(EntityManager,
+ user,
+ entity.Comp.SpillDelay ?? 0,
+ new SpillDoAfterEvent(),
+ entity.Owner,
+ target: entity.Owner)
{
BreakOnDamage = true,
BreakOnMove = true,
verb.DoContactInteraction = true;
args.Verbs.Add(verb);
}
+
+ 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 * MeleeHitTransferProportion, 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;
+
+ // Optionally allow further melee handling occur
+ args.Handled = entity.Comp.PreventMelee;
+
+ // First update the hit count so anything that is not reactive wont count towards the total!
+ foreach (var hit in args.HitEntities)
+ {
+ if (!_reactiveQuery.HasComp(hit))
+ hitCount -= 1;
+ }
+
+ foreach (var hit in args.HitEntities)
+ {
+ if (!_reactiveQuery.HasComp(hit))
+ continue;
+
+ var splitSolution = _solutionContainerSystem.SplitSolution(soln.Value, totalSplit / hitCount);
+
+ AdminLogger.Add(LogType.MeleeHit,
+ $"{ToPrettyString(args.User):actor} "
+ + $"splashed {SharedSolutionContainerSystem.ToPrettyString(splitSolution):solution} "
+ + $"from {ToPrettyString(entity.Owner):entity} onto {ToPrettyString(hit):target}");
+
+ Reactive.DoEntityReaction(hit, splitSolution, ReactionMethod.Touch);
+
+ Popups.PopupClient(Loc.GetString("spill-melee-hit-attacker",
+ ("amount", totalSplit / hitCount),
+ ("spillable", entity.Owner),
+ ("target", Identity.Entity(hit, EntityManager, args.User))),
+ hit,
+ args.User);
+ Popups.PopupEntity(
+ Loc.GetString("spill-melee-hit-others",
+ ("attacker", Identity.Entity(args.User, EntityManager)),
+ ("spillable", entity.Owner),
+ ("target", Identity.Entity(hit, EntityManager))),
+ hit,
+ Filter.PvsExcept(args.User),
+ true,
+ PopupType.SmallCaution);
+ }
+ }
+
+ /// <summary>
+ /// Prevent Pacified entities from throwing items that can spill liquids.
+ /// </summary>
+ private void OnAttemptPacifiedThrow(Entity<SpillableComponent> ent, ref AttemptPacifiedThrowEvent args)
+ {
+ // Don’t care about closed containers.
+ if (Openable.IsClosed(ent))
+ return;
+
+ // Don’t 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");
+ }
}
using System.Linq;
+using Content.Shared.Administration.Logs;
+using Content.Shared.Chemistry;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.EntitySystems;
+using Content.Shared.Chemistry.Reaction;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.DoAfter;
-using Content.Shared.DragDrop;
using Content.Shared.Examine;
using Content.Shared.FixedPoint;
using Content.Shared.Fluids.Components;
+using Content.Shared.Friction;
+using Content.Shared.Movement.Components;
using Content.Shared.Movement.Events;
+using Content.Shared.Movement.Systems;
+using Content.Shared.Nutrition.EntitySystems;
+using Content.Shared.Popups;
+using Content.Shared.Slippery;
using Content.Shared.StepTrigger.Components;
+using Content.Shared.StepTrigger.Systems;
+using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
+using Robust.Shared.Timing;
namespace Content.Shared.Fluids;
public abstract partial class SharedPuddleSystem : EntitySystem
{
+ [Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
+ [Dependency] protected readonly ISharedAdminLogManager AdminLogger = default!;
+ [Dependency] protected readonly OpenableSystem Openable = default!;
+ [Dependency] protected readonly ReactiveSystem Reactive = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
- [Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!;
+ [Dependency] protected readonly SharedAudioSystem Audio = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
+ [Dependency] protected readonly SharedPopupSystem Popups = default!;
+ [Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!;
+ [Dependency] private readonly SpeedModifierContactsSystem _speedModContacts = default!;
+ [Dependency] private readonly StepTriggerSystem _stepTrigger = default!;
+ [Dependency] private readonly TileFrictionController _tile = default!;
private string[] _standoutReagents = [];
public const float MediumThreshold = 0.6f;
+ // 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<StepTriggerComponent> _stepTriggerQuery;
+ private EntityQuery<ReactiveComponent> _reactiveQuery;
+ private EntityQuery<EvaporationComponent> _evaporationQuery;
+
public override void Initialize()
{
base.Initialize();
- SubscribeLocalEvent<RefillableSolutionComponent, CanDragEvent>(OnRefillableCanDrag);
- SubscribeLocalEvent<DumpableSolutionComponent, CanDropTargetEvent>(OnDumpCanDropTarget);
- SubscribeLocalEvent<DrainableSolutionComponent, CanDropTargetEvent>(OnDrainCanDropTarget);
- SubscribeLocalEvent<RefillableSolutionComponent, CanDropDraggedEvent>(OnRefillableCanDropDragged);
-
+ // Shouldn't need re-anchoring.
+ SubscribeLocalEvent<PuddleComponent, AnchorStateChangedEvent>(OnAnchorChanged);
SubscribeLocalEvent<PuddleComponent, SolutionContainerChangedEvent>(OnSolutionUpdate);
SubscribeLocalEvent<PuddleComponent, GetFootstepSoundEvent>(OnGetFootstepSound);
SubscribeLocalEvent<PuddleComponent, ExaminedEvent>(HandlePuddleExamined);
SubscribeLocalEvent<PuddleComponent, EntRemovedFromContainerMessage>(OnEntRemoved);
+ SubscribeLocalEvent<EvaporationComponent, MapInitEvent>(OnEvaporationMapInit);
+
SubscribeLocalEvent<PrototypesReloadedEventArgs>(OnPrototypesReloaded);
+ _stepTriggerQuery = GetEntityQuery<StepTriggerComponent>();
+ _reactiveQuery = GetEntityQuery<ReactiveComponent>();
+ _evaporationQuery = GetEntityQuery<EvaporationComponent>();
+
CacheStandsout();
InitializeSpillable();
}
+ public override void Update(float frameTime)
+ {
+ base.Update(frameTime);
+
+ foreach (var ent in _deletionQueue)
+ {
+ // It's possible to have items in the queue that are already being deleted but threw a
+ // SolutionContainerChangedEvent as a part of their shutdown, like during a round restart.
+ if (!TerminatingOrDeleted(ent))
+ PredictedDel(ent);
+ }
+
+ _deletionQueue.Clear();
+
+ TickEvaporation();
+ }
+
private void OnPrototypesReloaded(PrototypesReloadedEventArgs ev)
{
if (ev.WasModified<ReagentPrototype>())
_standoutReagents = [.. _prototypeManager.EnumeratePrototypes<ReagentPrototype>().Where(x => x.Standsout).Select(x => x.ID)];
}
- protected virtual void OnSolutionUpdate(Entity<PuddleComponent> entity, ref SolutionContainerChangedEvent args)
+ private void OnSolutionUpdate(Entity<PuddleComponent> entity, ref SolutionContainerChangedEvent args)
{
if (args.SolutionId != entity.Comp.SolutionName)
return;
- UpdateAppearance((entity, entity.Comp));
- }
-
- private void OnRefillableCanDrag(Entity<RefillableSolutionComponent> entity, ref CanDragEvent args)
- {
- args.Handled = true;
- }
-
- private void OnDumpCanDropTarget(Entity<DumpableSolutionComponent> entity, ref CanDropTargetEvent args)
- {
- if (HasComp<DrainableSolutionComponent>(args.Dragged))
- {
- args.CanDrop = true;
- args.Handled = true;
- }
- }
-
- private void OnDrainCanDropTarget(Entity<DrainableSolutionComponent> entity, ref CanDropTargetEvent args)
- {
- if (HasComp<RefillableSolutionComponent>(args.Dragged))
+ if (args.Solution.Volume <= 0)
{
- args.CanDrop = true;
- args.Handled = true;
- }
- }
-
- private void OnRefillableCanDropDragged(Entity<RefillableSolutionComponent> entity, ref CanDropDraggedEvent args)
- {
- if (!HasComp<DrainableSolutionComponent>(args.Target) && !HasComp<DumpableSolutionComponent>(args.Target))
+ _deletionQueue.Add(entity);
return;
+ }
- args.CanDrop = true;
- args.Handled = true;
+ _deletionQueue.Remove(entity);
+ UpdateSlip((entity, entity.Comp), args.Solution);
+ UpdateSlow(entity, args.Solution);
+ UpdateEvaporation(entity, args.Solution);
+ UpdateAppearance((entity, entity.Comp));
}
private void OnGetFootstepSound(Entity<PuddleComponent> entity, ref GetFootstepSoundEvent args)
{
using (args.PushGroup(nameof(PuddleComponent)))
{
- if (TryComp<StepTriggerComponent>(entity, out var slippery) && slippery.Active)
+ if (_stepTriggerQuery.TryComp(entity, out var slippery) && slippery.Active)
{
args.PushMarkup(Loc.GetString("puddle-component-examine-is-slippery-text"));
}
- if (HasComp<EvaporationComponent>(entity) &&
+ if (_evaporationQuery.HasComp(entity) &&
_solutionContainerSystem.ResolveSolution(entity.Owner, entity.Comp.SolutionName,
ref entity.Comp.Solution, out var solution))
{
}
}
+ private void OnAnchorChanged(Entity<PuddleComponent> entity, ref AnchorStateChangedEvent args)
+ {
+ if (!args.Anchored)
+ PredictedQueueDel(entity.Owner);
+ }
+
// Workaround for https://github.com/space-wizards/space-station-14/pull/35314
private void OnEntRemoved(Entity<PuddleComponent> ent, ref EntRemovedFromContainerMessage args)
{
_appearance.SetData(ent, PuddleVisuals.SolutionColor, color, appearance);
}
+ private void UpdateSlip(Entity<PuddleComponent> entity, Solution solution)
+ {
+ if (!_stepTriggerQuery.TryComp(entity, out var comp))
+ return;
+
+ // Ensure we actually have the component
+ EnsureComp<TileFrictionModifierComponent>(entity);
+ EnsureComp<SlipperyComponent>(entity, out var slipComp);
+
+ // 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;
+ // A cumulative weighted amount of knockdown times from slippery reagents
+ var knockdownTimer = 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);
+ slipComp.SlipData.SlipFriction = 1f;
+ slipComp.AffectsSliding = false;
+ Dirty(entity, slipComp);
+ return;
+ }
+
+ slipComp.AffectsSliding = true;
+
+ 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.StunTime * (float)quantity;
+ knockdownTimer += reagentProto.SlipData.KnockdownTime * (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.StunTime = (stunTimer/(float)slipperyUnits);
+ slipComp.SlipData.KnockdownTime = (knockdownTimer/(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);
+ }
+ }
+
public void DoTileReactions(TileRef tileRef, Solution solution)
{
for (var i = solution.Contents.Count - 1; i >= 0; i--)
// replicate those, and I am not enough of a wizard to attempt implementing that.
/// <summary>
- /// First splashes reagent on reactive entities near the spilling entity, then spills the rest regularly to a
- /// puddle. This is intended for 'destructive' spills, like when entities are destroyed or thrown.
+ /// First splashes reagent on reactive entities near the spilling entity, then spills the rest regularly to a
+ /// puddle. This is intended for 'destructive' spills, like when entities are destroyed or thrown.
/// </summary>
/// <remarks>
- /// On the client, this will always set <paramref name="puddleUid"/> to <see cref="EntityUid.Invalid"> and return false.
+ /// On the client, this will always set <paramref name="puddleUid"/> to <see cref="EntityUid.Invalid"/> and return false.
/// </remarks>
public abstract bool TrySplashSpillAt(EntityUid uid,
EntityCoordinates coordinates,
EntityUid? user = null);
/// <summary>
- /// Spills solution at the specified coordinates.
+ /// Spills solution at the specified coordinates.
/// Will add to an existing puddle if present or create a new one if not.
/// </summary>
/// <remarks>
- /// On the client, this will always set <paramref name="puddleUid"/> to <see cref="EntityUid.Invalid"> and return false.
+ /// On the client, this will always set <paramref name="puddleUid"/> to <see cref="EntityUid.Invalid"/> and return false.
/// </remarks>
public abstract bool TrySpillAt(EntityCoordinates coordinates, Solution solution, out EntityUid puddleUid, bool sound = true);
- /// <summary>
- /// <see cref="TrySpillAt(EntityCoordinates, Solution, out EntityUid, bool)"/>
- /// </summary>
- /// <remarks>
- /// On the client, this will always set <paramref name="puddleUid"/> to <see cref="EntityUid.Invalid"> and return false.
- /// </remarks>
+ /// <inheritdoc cref="TrySpillAt(EntityCoordinates, Solution, out EntityUid, bool)"/>
public abstract bool TrySpillAt(EntityUid uid, Solution solution, out EntityUid puddleUid, bool sound = true,
TransformComponent? transformComponent = null);
- /// <summary>
- /// <see cref="TrySpillAt(EntityCoordinates, Solution, out EntityUid, bool)"/>
- /// </summary>
- /// <remarks>
- /// On the client, this will always set <paramref name="puddleUid"/> to <see cref="EntityUid.Invalid"> and return false.
- /// </remarks>
+ /// <inheritdoc cref="TrySpillAt(EntityCoordinates, Solution, out EntityUid, bool)"/>
public abstract bool TrySpillAt(TileRef tileRef, Solution solution, out EntityUid puddleUid, bool sound = true,
bool tileReact = true);
args.Cancelled = true;
}
- /// <summary>
- /// Returns true if the entity either does not have OpenableComponent or it is opened.
- /// Drinks that don't have OpenableComponent are automatically open, so it returns true.
- /// </summary>
- public bool IsOpen(EntityUid uid, OpenableComponent? comp = null)
- {
- if (!Resolve(uid, ref comp, false))
- return true;
-
- return comp.Opened;
- }
-
/// <summary>
/// Returns true if the entity both has OpenableComponent and is not opened.
/// Drinks that don't have OpenableComponent are automatically open, so it returns false.
solutions:
ammo:
maxVol: 15
- - type: RefillableSolution
- solution: ammo
- - type: DrainableSolution
- solution: ammo
- type: SolutionInjectOnProjectileHit
transferAmount: 15
solution: ammo
- - type: InjectableSolution
- solution: ammo
- type: entity
id: PelletShotgunFlare
type: TransferAmountBoundUserInterface
- type: DrawableSolution
solution: chamber
- - type: RefillableSolution
- solution: chamber
- type: DrainableSolution
solution: chamber
+ - type: RefillableSolution
+ solution: chamber
- type: ExaminableSolution
solution: chamber
- type: StaticPrice
solutions:
ammo:
maxVol: 2
- - type: RefillableSolution
+ - type: RefillableSolution # This is sus. You can't really just run an arrowhead under a sink faucet.
solution: ammo
- type: InjectableSolution
solution: ammo
solutions:
drainBuffer:
maxVol: 1000
- - type: DrainableSolution
- solution: drainBuffer
- type: Damageable
damageContainer: StructuralInorganic
damageModifierSet: StructuralMetallic