using Content.Server.Chemistry.EntitySystems;
using Content.Server.Fluids.Components;
+using Content.Shared.Chemistry;
+using Content.Shared.Chemistry.Reaction;
+using Content.Shared.Chemistry.Reagent;
using Content.Shared.Examine;
using Content.Shared.FixedPoint;
using Content.Shared.Fluids;
+using Content.Shared.Popups;
+using Content.Shared.Slippery;
using Content.Shared.StepTrigger.Components;
using Content.Shared.StepTrigger.Systems;
using JetBrains.Annotations;
using Robust.Shared.Player;
using Solution = Content.Shared.Chemistry.Components.Solution;
using Robust.Shared.Prototypes;
+using Robust.Shared.Random;
namespace Content.Server.Fluids.EntitySystems
{
[Dependency] private readonly FluidSpreaderSystem _fluidSpreaderSystem = default!;
[Dependency] private readonly StepTriggerSystem _stepTrigger = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
+ [Dependency] private readonly ReactiveSystem _reactive = default!;
+ [Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly IPrototypeManager _protoMan = default!;
+ [Dependency] private readonly IRobustRandom _random = default!;
public static float PuddleVolume = 1000;
SubscribeLocalEvent<PuddleComponent, ExaminedEvent>(HandlePuddleExamined);
SubscribeLocalEvent<PuddleComponent, SolutionChangedEvent>(OnSolutionUpdate);
SubscribeLocalEvent<PuddleComponent, ComponentInit>(OnPuddleInit);
+ SubscribeLocalEvent<PuddleComponent, SlipEvent>(OnPuddleSlip);
}
public override void Update(float frameTime)
_solutionContainerSystem.EnsureSolution(uid, component.SolutionName, FixedPoint2.New(PuddleVolume), out _);
}
+ private void OnPuddleSlip(EntityUid uid, PuddleComponent component, ref SlipEvent args)
+ {
+ // Reactive entities have a chance to get a touch reaction from slipping on a puddle
+ // (i.e. it is implied they fell face first onto it or something)
+ if (!HasComp<ReactiveComponent>(args.Slipped))
+ return;
+
+ // Eventually probably have some system of 'body coverage' to tweak the probability but for now just 0.5
+ // (implying that spacemen have a 50% chance to either land on their ass or their face)
+ if (!_random.Prob(0.5f))
+ return;
+
+ if (!_solutionContainerSystem.TryGetSolution(uid, component.SolutionName, out var solution))
+ return;
+
+ _popup.PopupEntity(Loc.GetString("puddle-component-slipped-touch-reaction", ("puddle", uid)),
+ args.Slipped, args.Slipped, PopupType.SmallCaution);
+
+ // Take 15% of the puddle solution
+ var splitSol = _solutionContainerSystem.SplitSolution(uid, solution, solution.Volume * 0.15f);
+ _reactive.DoEntityReaction(args.Slipped, splitSol, ReactionMethod.Touch);
+ }
+
private void OnSolutionUpdate(EntityUid uid, PuddleComponent component, SolutionChangedEvent args)
{
if (args.Solution.Name != component.SolutionName)
using Robust.Shared.Prototypes;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
+using Content.Shared.Chemistry;
+using Content.Shared.Chemistry.Reaction;
using Content.Shared.DoAfter;
+using Content.Shared.Examine;
+using Content.Shared.IdentityManagement;
+using Content.Shared.Popups;
using Content.Shared.Spillable;
+using Content.Shared.Weapons.Melee;
+using Content.Shared.Weapons.Melee.Events;
+using Robust.Shared.Player;
+using Robust.Shared.Random;
namespace Content.Server.Fluids.EntitySystems;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
- [Dependency] private readonly IAdminLogManager _adminLogger= default!;
+ [Dependency] private readonly IAdminLogManager _adminLogger = default!;
+ [Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
+ [Dependency] private readonly ReactiveSystem _reactive = default!;
+ [Dependency] private readonly SharedPopupSystem _popup = default!;
public override void Initialize()
{
base.Initialize();
+ 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)
if (args.User != null)
{
_adminLogger.Add(LogType.Landed,
- $"{ToPrettyString(uid):entity} spilled a solution {SolutionContainerSystem.ToPrettyString(solution):solution} on landing");
+ $"{ToPrettyString(args.User.Value):user} threw {ToPrettyString(uid):entity} which spilled a solution {SolutionContainerSystem.ToPrettyString(solution):solution} on landing");
}
var drainedSolution = _solutionContainerSystem.Drain(uid, solution, solution.Volume);
- SpillAt(drainedSolution, EntityManager.GetComponent<TransformComponent>(uid).Coordinates, "PuddleSmear");
+ SplashSpillAt(uid, drainedSolution, Transform(uid).Coordinates, "PuddleSmear");
+ }
+
+ 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);
+
+ _popup.PopupEntity(
+ Loc.GetString("spill-melee-hit-attacker", ("amount", totalSplit / hitCount), ("spillable", uid),
+ ("target", Identity.Entity(hit, EntityManager))),
+ hit, args.User);
+
+ _popup.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 AddSpillVerb(EntityUid uid, SpillableComponent component, GetVerbsEvent<Verb> args)
args.Verbs.Add(verb);
}
+ /// <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.
+ /// </summary>
+ public PuddleComponent? SplashSpillAt(EntityUid uid, Solution solution, EntityCoordinates coordinates, string prototype,
+ bool overflow = true, bool sound = true, bool combine = true, EntityUid? user=null)
+ {
+ if (solution.Volume == 0)
+ return null;
+
+ // Get reactive entities nearby--if there are some, it'll spill a bit on them instead.
+ foreach (var ent in _entityLookup.GetComponentsInRange<ReactiveComponent>(coordinates, 1.0f))
+ {
+ // sorry! no overload for returning uid, so .owner must be used
+ var owner = ent.Owner;
+
+ // between 5 and 30%
+ var splitAmount = solution.Volume * _random.NextFloat(0.05f, 0.30f);
+ var splitSolution = solution.SplitSolution(splitAmount);
+
+ if (user != null)
+ {
+ _adminLogger.Add(LogType.Landed,
+ $"{ToPrettyString(user.Value):user} threw {ToPrettyString(uid):entity} which splashed a solution {SolutionContainerSystem.ToPrettyString(solution):solution} onto {ToPrettyString(owner):target}");
+ }
+
+ _reactive.DoEntityReaction(owner, splitSolution, ReactionMethod.Touch);
+ _popup.PopupEntity(Loc.GetString("spill-land-spilled-on-other", ("spillable", uid), ("target", owner)), owner, PopupType.SmallCaution);
+ }
+
+ return SpillAt(solution, coordinates, prototype, overflow, sound, combine: combine);
+ }
+
/// <summary>
/// Spills solution at the specified grid coordinates.
/// </summary>
{
if (solution.Volume == 0) return null;
-
if (!_mapManager.TryGetGrid(coordinates.GetGridUid(EntityManager), out var mapGrid))
return null; // Let's not spill to space.