CatStation/Content.Shared/Fluids/SharedPuddleSystem.cs
Dmitry 25c5e59248
Upstream (#3172)
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2025-05-24 11:00:17 +03:00

162 lines
6.9 KiB
C#

using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.EntitySystems;
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.Movement.Events;
using Content.Shared.StepTrigger.Components;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
namespace Content.Shared.Fluids;
public abstract partial class SharedPuddleSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
/// <summary>
/// The lowest threshold to be considered for puddle sprite states as well as slipperiness of a puddle.
/// </summary>
public const float LowThreshold = 0.3f;
public const float MediumThreshold = 0.6f;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RefillableSolutionComponent, CanDragEvent>(OnRefillableCanDrag);
SubscribeLocalEvent<DumpableSolutionComponent, CanDropTargetEvent>(OnDumpCanDropTarget);
SubscribeLocalEvent<DrainableSolutionComponent, CanDropTargetEvent>(OnDrainCanDropTarget);
SubscribeLocalEvent<RefillableSolutionComponent, CanDropDraggedEvent>(OnRefillableCanDropDragged);
SubscribeLocalEvent<PuddleComponent, GetFootstepSoundEvent>(OnGetFootstepSound);
SubscribeLocalEvent<PuddleComponent, ExaminedEvent>(HandlePuddleExamined);
InitializeSpillable();
}
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))
{
args.CanDrop = true;
args.Handled = true;
}
}
private void OnRefillableCanDropDragged(Entity<RefillableSolutionComponent> entity, ref CanDropDraggedEvent args)
{
if (!HasComp<DrainableSolutionComponent>(args.Target) && !HasComp<DumpableSolutionComponent>(args.Target))
return;
args.CanDrop = true;
args.Handled = true;
}
private void OnGetFootstepSound(Entity<PuddleComponent> entity, ref GetFootstepSoundEvent args)
{
if (!_solutionContainerSystem.ResolveSolution(entity.Owner, entity.Comp.SolutionName, ref entity.Comp.Solution,
out var solution))
return;
var reagentId = solution.GetPrimaryReagentId();
if (!string.IsNullOrWhiteSpace(reagentId?.Prototype)
&& _prototypeManager.TryIndex(reagentId.Value.Prototype, out ReagentPrototype? proto))
{
args.Sound = proto.FootstepSound;
}
}
private void HandlePuddleExamined(Entity<PuddleComponent> entity, ref ExaminedEvent args)
{
using (args.PushGroup(nameof(PuddleComponent)))
{
if (TryComp<StepTriggerComponent>(entity, out var slippery) && slippery.Active)
{
args.PushMarkup(Loc.GetString("puddle-component-examine-is-slippery-text"));
}
if (HasComp<EvaporationComponent>(entity) &&
_solutionContainerSystem.ResolveSolution(entity.Owner, entity.Comp.SolutionName,
ref entity.Comp.Solution, out var solution))
{
if (CanFullyEvaporate(solution))
args.PushMarkup(Loc.GetString("puddle-component-examine-evaporating"));
else if (solution.GetTotalPrototypeQuantity(GetEvaporatingReagents(solution)) > FixedPoint2.Zero)
args.PushMarkup(Loc.GetString("puddle-component-examine-evaporating-partial"));
else
args.PushMarkup(Loc.GetString("puddle-component-examine-evaporating-no"));
}
else
args.PushMarkup(Loc.GetString("puddle-component-examine-evaporating-no"));
}
}
#region Spill
// These methods are in Shared to make it easier to interact with PuddleSystem in Shared code.
// Note that they always fail when run on the client, not creating a puddle and returning false.
// Adding proper prediction to this system would require spawning temporary puddle entities on the
// client and replacing or merging them with the ones spawned by the server when the client goes to
// 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.
/// </summary>
/// <remarks>
/// 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,
Solution solution,
out EntityUid puddleUid,
bool sound = true,
EntityUid? user = null);
/// <summary>
/// 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.
/// </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>
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>
public abstract bool TrySpillAt(TileRef tileRef, Solution solution, out EntityUid puddleUid, bool sound = true,
bool tileReact = true);
#endregion Spill
}