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162 lines
6.9 KiB
C#
162 lines
6.9 KiB
C#
using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.DoAfter;
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using Content.Shared.DragDrop;
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using Content.Shared.Examine;
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using Content.Shared.FixedPoint;
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using Content.Shared.Fluids.Components;
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using Content.Shared.Movement.Events;
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using Content.Shared.StepTrigger.Components;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Fluids;
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public abstract partial class SharedPuddleSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
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/// <summary>
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/// The lowest threshold to be considered for puddle sprite states as well as slipperiness of a puddle.
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/// </summary>
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public const float LowThreshold = 0.3f;
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public const float MediumThreshold = 0.6f;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RefillableSolutionComponent, CanDragEvent>(OnRefillableCanDrag);
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SubscribeLocalEvent<DumpableSolutionComponent, CanDropTargetEvent>(OnDumpCanDropTarget);
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SubscribeLocalEvent<DrainableSolutionComponent, CanDropTargetEvent>(OnDrainCanDropTarget);
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SubscribeLocalEvent<RefillableSolutionComponent, CanDropDraggedEvent>(OnRefillableCanDropDragged);
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SubscribeLocalEvent<PuddleComponent, GetFootstepSoundEvent>(OnGetFootstepSound);
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SubscribeLocalEvent<PuddleComponent, ExaminedEvent>(HandlePuddleExamined);
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InitializeSpillable();
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}
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private void OnRefillableCanDrag(Entity<RefillableSolutionComponent> entity, ref CanDragEvent args)
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{
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args.Handled = true;
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}
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private void OnDumpCanDropTarget(Entity<DumpableSolutionComponent> entity, ref CanDropTargetEvent args)
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{
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if (HasComp<DrainableSolutionComponent>(args.Dragged))
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{
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args.CanDrop = true;
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args.Handled = true;
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}
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}
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private void OnDrainCanDropTarget(Entity<DrainableSolutionComponent> entity, ref CanDropTargetEvent args)
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{
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if (HasComp<RefillableSolutionComponent>(args.Dragged))
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{
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args.CanDrop = true;
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args.Handled = true;
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}
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}
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private void OnRefillableCanDropDragged(Entity<RefillableSolutionComponent> entity, ref CanDropDraggedEvent args)
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{
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if (!HasComp<DrainableSolutionComponent>(args.Target) && !HasComp<DumpableSolutionComponent>(args.Target))
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return;
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args.CanDrop = true;
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args.Handled = true;
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}
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private void OnGetFootstepSound(Entity<PuddleComponent> entity, ref GetFootstepSoundEvent args)
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{
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if (!_solutionContainerSystem.ResolveSolution(entity.Owner, entity.Comp.SolutionName, ref entity.Comp.Solution,
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out var solution))
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return;
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var reagentId = solution.GetPrimaryReagentId();
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if (!string.IsNullOrWhiteSpace(reagentId?.Prototype)
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&& _prototypeManager.TryIndex(reagentId.Value.Prototype, out ReagentPrototype? proto))
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{
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args.Sound = proto.FootstepSound;
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}
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}
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private void HandlePuddleExamined(Entity<PuddleComponent> entity, ref ExaminedEvent args)
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{
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using (args.PushGroup(nameof(PuddleComponent)))
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{
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if (TryComp<StepTriggerComponent>(entity, out var slippery) && slippery.Active)
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{
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args.PushMarkup(Loc.GetString("puddle-component-examine-is-slippery-text"));
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}
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if (HasComp<EvaporationComponent>(entity) &&
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_solutionContainerSystem.ResolveSolution(entity.Owner, entity.Comp.SolutionName,
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ref entity.Comp.Solution, out var solution))
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{
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if (CanFullyEvaporate(solution))
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args.PushMarkup(Loc.GetString("puddle-component-examine-evaporating"));
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else if (solution.GetTotalPrototypeQuantity(GetEvaporatingReagents(solution)) > FixedPoint2.Zero)
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args.PushMarkup(Loc.GetString("puddle-component-examine-evaporating-partial"));
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else
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args.PushMarkup(Loc.GetString("puddle-component-examine-evaporating-no"));
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}
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else
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args.PushMarkup(Loc.GetString("puddle-component-examine-evaporating-no"));
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}
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}
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#region Spill
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// These methods are in Shared to make it easier to interact with PuddleSystem in Shared code.
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// Note that they always fail when run on the client, not creating a puddle and returning false.
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// Adding proper prediction to this system would require spawning temporary puddle entities on the
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// client and replacing or merging them with the ones spawned by the server when the client goes to
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// replicate those, and I am not enough of a wizard to attempt implementing that.
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/// <summary>
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/// First splashes reagent on reactive entities near the spilling entity, then spills the rest regularly to a
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/// puddle. This is intended for 'destructive' spills, like when entities are destroyed or thrown.
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/// </summary>
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/// <remarks>
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/// On the client, this will always set <paramref name="puddleUid"/> to <see cref="EntityUid.Invalid"> and return false.
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/// </remarks>
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public abstract bool TrySplashSpillAt(EntityUid uid,
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EntityCoordinates coordinates,
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Solution solution,
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out EntityUid puddleUid,
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bool sound = true,
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EntityUid? user = null);
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/// <summary>
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/// Spills solution at the specified coordinates.
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/// Will add to an existing puddle if present or create a new one if not.
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/// </summary>
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/// <remarks>
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/// On the client, this will always set <paramref name="puddleUid"/> to <see cref="EntityUid.Invalid"> and return false.
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/// </remarks>
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public abstract bool TrySpillAt(EntityCoordinates coordinates, Solution solution, out EntityUid puddleUid, bool sound = true);
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/// <summary>
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/// <see cref="TrySpillAt(EntityCoordinates, Solution, out EntityUid, bool)"/>
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/// </summary>
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/// <remarks>
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/// On the client, this will always set <paramref name="puddleUid"/> to <see cref="EntityUid.Invalid"> and return false.
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/// </remarks>
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public abstract bool TrySpillAt(EntityUid uid, Solution solution, out EntityUid puddleUid, bool sound = true,
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TransformComponent? transformComponent = null);
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/// <summary>
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/// <see cref="TrySpillAt(EntityCoordinates, Solution, out EntityUid, bool)"/>
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/// </summary>
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/// <remarks>
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/// On the client, this will always set <paramref name="puddleUid"/> to <see cref="EntityUid.Invalid"> and return false.
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/// </remarks>
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public abstract bool TrySpillAt(TileRef tileRef, Solution solution, out EntityUid puddleUid, bool sound = true,
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bool tileReact = true);
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#endregion Spill
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}
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