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https://github.com/space-syndicate/space-station-14.git
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* What sitting on code does to a branch + no mo owner v2 * Replacing ViewVariables with AutoNetworkedField + Missed One V2 * Removing Virtual Methods & Renaming ForensicsSystem to SharedForensicsSystem (Also made it abstract) V2 * IProduceWidgets Review Changes & some of my own V2 * Lil Cleanup V2 * Part 1 of Review Changes (Only thing left is the BUI stuff and the constructor) V2 * It now WORKS!!! (Still needs the BUI and constuctor changes, ill figure it out later) * Test (Removal of ServerSide VomitSystem.cs) * Ok... * Moved System BloodstreamSystem.cs to SharedBloodstreamSystem.cs & deleted client BloodStreamSystem.cs to make SharedBloodstreamSystem.cs sealed. (No Unregistered errors) * Prediction * Fix? * No mo log error? * Revert "No mo log error?" This reverts commit 50c15a3deab6af9dffd7baed45820bae5558e41f. * Constructor going up * No ForensicScannerBoundUserInterface.cs (It doesnt wanna scan anymore but it doesnt crash) * For Conflicts * Guh * Yea * Organization & no ErrorHell (maybe) * Dirtying * Dirtying take 2 * Revert "Dirtying take 2" This reverts commit 5735012e21f43808db3ae010fce268eac24d0583. * the dirties dont do much here * For Conflict * Readded * Another Conflict Commit Fix * Conflict Fix Thrice * Empty Space * Keep it simple * Add it back in * Move BloodstreamSystem stuff thats causing the error back to system. This'll prob fix the conflict * Conflict fix? * Trust the fix * Looked at other prediction PR's, they had better code. * To not mix up the system in client * Removing Conflict * For conflict * For the conflic fix, will be removed later * Scuffed Fix * Removal & Adding the Decouple * Took some HEAVY pointers from SirWarocks work. The Roadblock has been CLEARED, DOAFTERS WORK NOW!! * Cleanup & Optimizing, mostly comps. * More Optimization, most of this is just imported Warock Code, his QOL included. Did not want to remove SolutionDNA's tho, mostly due to a Log.Debug in OnPrint. * Forgot that the Print Refreshes, more of Warocks work. * Removing Loc.GetString * All of BloodStream to Shared, hopefully no errors. * Sketchy Dirty Removed * Removed Timer.Spawn, added FrameUpdate cause anything else only updated when the window opened, & a bit of cleanup. * No mo Mispredict * GenerateDnaEvent Predicted * Forgot the user * I knew it was real, bloodstutter is REAL and now GONE. * Cant dirty NewEntityBloodData due to potential stutter, so its safer to put it all back into server. again... * Clearer * Thank you leahcat, no more identity leak. * Routine Maintenance * sealing the class * it checks for this now?! * While im here, FileScope Namespaces & removing unused namespaces * Update Attribute Type (SirWarock Import), it works and is much easier to read. * Forever Fixing Conflicts * Readonly Genocide & Partial Maxing * LGTM, BloodstreamSystem moved to SharedBloodstreamSystem! * Sohn * If OG Github back push this commit * One Billionth Commit Fix * Removed client/server stuff * Made implicit * NewLine & comment on why AutoGenCompState is true * Updatin the rest of the Popups to use Entity * I think that's what they meant? It looks cleaner at least. * Mass Attribute for LocalEvents that are safe to change. * Putting it back as abstract * maybe? * Guhh, rolling back empty client/server of BloodStream * Removed Client/Server BloodstreamSystems, changed access modifier from protected to private, & renamed SharedBloodstreamSystem to BloodstreamSystem * From Protected to Private * Removed comment & made it explicit on what changed to true * Guh, hopefully thats all of it... * Forgot * Review * Test Push * Line 316 in SharedForensicsSystem was causing the errors, better to play it safe * Review Changes * Update Content.Shared/Forensics/Events.cs Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com> * The only thing SolutionDNAs does is search and clears itself. I see no reason to keep it * The print.disabled didnt properly disable when cleared. So ill just use the old if check * Figured out the rest of the SubscribeLocalEvents and networking BloodData cause its fully in Shared --------- Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
342 lines
13 KiB
C#
342 lines
13 KiB
C#
using Content.Server.Administration.Logs;
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using Content.Server.Body.Systems;
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using Content.Server.Spreader;
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using Content.Shared.Body.Components;
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using Content.Shared.Chemistry;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Chemistry.Reaction;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Database;
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using Content.Shared.FixedPoint;
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using Content.Shared.Smoking;
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using Robust.Server.GameObjects;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using System.Linq;
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using Content.Shared.Body.Systems;
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using Content.Shared.EntityEffects.Effects.Solution;
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using TimedDespawnComponent = Robust.Shared.Spawners.TimedDespawnComponent;
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namespace Content.Server.Fluids.EntitySystems;
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/// <summary>
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/// Handles non-atmos solution entities similar to puddles.
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/// </summary>
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public sealed partial class SmokeSystem : EntitySystem
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{
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// If I could do it all again this could probably use a lot more of puddles.
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[Dependency] private IAdminLogManager _logger = default!;
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[Dependency] private IGameTiming _timing = default!;
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[Dependency] private SharedMapSystem _map = default!;
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[Dependency] private IRobustRandom _random = default!;
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[Dependency] private AppearanceSystem _appearance = default!;
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[Dependency] private BloodstreamSystem _blood = default!;
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[Dependency] private InternalsSystem _internals = default!;
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[Dependency] private ReactiveSystem _reactive = default!;
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[Dependency] private SharedBroadphaseSystem _broadphase = default!;
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[Dependency] private SharedPhysicsSystem _physics = default!;
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[Dependency] private SharedSolutionContainerSystem _solutionContainerSystem = default!;
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[Dependency] private EntityQuery<SmokeComponent> _smokeQuery = default!;
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[Dependency] private EntityQuery<SmokeAffectedComponent> _smokeAffectedQuery = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SmokeComponent, StartCollideEvent>(OnStartCollide);
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SubscribeLocalEvent<SmokeComponent, EndCollideEvent>(OnEndCollide);
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SubscribeLocalEvent<SmokeComponent, ReactionAttemptEvent>(OnReactionAttempt);
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SubscribeLocalEvent<SmokeComponent, SolutionRelayEvent<ReactionAttemptEvent>>(OnReactionAttempt);
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SubscribeLocalEvent<SmokeComponent, SpreadNeighborsEvent>(OnSmokeSpread);
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}
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/// <inheritdoc/>
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<SmokeAffectedComponent>();
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var curTime = _timing.CurTime;
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while (query.MoveNext(out var uid, out var smoke))
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{
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if (curTime < smoke.NextSecond)
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continue;
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smoke.NextSecond += TimeSpan.FromSeconds(1);
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SmokeReact(uid, smoke.SmokeEntity);
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}
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}
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private void OnStartCollide(Entity<SmokeComponent> entity, ref StartCollideEvent args)
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{
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if (_smokeAffectedQuery.HasComponent(args.OtherEntity))
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return;
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var smokeAffected = AddComp<SmokeAffectedComponent>(args.OtherEntity);
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smokeAffected.SmokeEntity = entity;
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smokeAffected.NextSecond = _timing.CurTime + TimeSpan.FromSeconds(1);
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}
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private void OnEndCollide(Entity<SmokeComponent> entity, ref EndCollideEvent args)
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{
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// if we are already in smoke, make sure the thing we are exiting is the current smoke we are in.
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if (_smokeAffectedQuery.TryGetComponent(args.OtherEntity, out var smokeAffectedComponent))
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{
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if (smokeAffectedComponent.SmokeEntity != entity.Owner)
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return;
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}
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var exists = Exists(entity);
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if (!TryComp<PhysicsComponent>(args.OtherEntity, out var body))
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return;
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foreach (var ent in _physics.GetContactingEntities(args.OtherEntity, body))
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{
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if (exists && ent == entity.Owner)
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continue;
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if (!_smokeQuery.HasComponent(ent))
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continue;
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smokeAffectedComponent ??= EnsureComp<SmokeAffectedComponent>(args.OtherEntity);
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smokeAffectedComponent.SmokeEntity = ent;
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return; // exit the function so we don't remove the component.
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}
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if (smokeAffectedComponent != null)
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RemComp(args.OtherEntity, smokeAffectedComponent);
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}
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private void OnSmokeSpread(Entity<SmokeComponent> entity, ref SpreadNeighborsEvent args)
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{
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if (entity.Comp.SpreadAmount == 0 || !_solutionContainerSystem.ResolveSolution(entity.Owner, SmokeComponent.SolutionName, ref entity.Comp.Solution, out var solution))
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{
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RemCompDeferred<ActiveEdgeSpreaderComponent>(entity);
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return;
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}
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if (Prototype(entity) is not { } prototype)
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{
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RemCompDeferred<ActiveEdgeSpreaderComponent>(entity);
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return;
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}
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if (args.NeighborFreeTiles.Count == 0)
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return;
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TryComp<TimedDespawnComponent>(entity, out var timer);
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// wtf is the logic behind any of this.
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var smokePerSpread = entity.Comp.SpreadAmount / Math.Max(1, args.NeighborFreeTiles.Count);
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foreach (var neighbor in args.NeighborFreeTiles)
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{
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var coords = _map.GridTileToLocal(neighbor.Tile.GridUid, neighbor.Grid, neighbor.Tile.GridIndices);
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var ent = Spawn(prototype.ID, coords);
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var spreadAmount = Math.Max(0, smokePerSpread);
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entity.Comp.SpreadAmount -= args.NeighborFreeTiles.Count;
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StartSmoke(ent, solution.Clone(), timer?.Lifetime ?? entity.Comp.Duration, spreadAmount);
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if (entity.Comp.SpreadAmount == 0)
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{
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RemCompDeferred<ActiveEdgeSpreaderComponent>(entity);
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break;
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}
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}
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args.Updates--;
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if (args.NeighborFreeTiles.Count > 0 || args.Neighbors.Count == 0 || entity.Comp.SpreadAmount < 1)
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return;
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// We have no more neighbours to spread to. So instead we will randomly distribute our volume to neighbouring smoke tiles.
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_random.Shuffle(args.Neighbors);
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foreach (var neighbor in args.Neighbors)
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{
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if (!_smokeQuery.TryGetComponent(neighbor, out var smoke))
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continue;
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smoke.SpreadAmount++;
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entity.Comp.SpreadAmount--;
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EnsureComp<ActiveEdgeSpreaderComponent>(neighbor);
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if (entity.Comp.SpreadAmount == 0)
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{
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RemCompDeferred<ActiveEdgeSpreaderComponent>(entity);
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break;
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}
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}
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}
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private void OnReactionAttempt(Entity<SmokeComponent> entity, ref ReactionAttemptEvent args)
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{
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if (args.Cancelled)
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return;
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// Prevent smoke/foam fork bombs (smoke creating more smoke).
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foreach (var effect in args.Reaction.Effects)
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{
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if (effect is AreaReactionEffect)
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{
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args.Cancelled = true;
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return;
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}
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}
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}
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private void OnReactionAttempt(Entity<SmokeComponent> entity, ref SolutionRelayEvent<ReactionAttemptEvent> args)
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{
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if (args.Solution.Comp.Id == SmokeComponent.SolutionName)
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OnReactionAttempt(entity, ref args.Event);
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}
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/// <summary>
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/// Sets up a smoke component for spreading.
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/// </summary>
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public void StartSmoke(EntityUid uid, Solution solution, float duration, int spreadAmount, SmokeComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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component.SpreadAmount = spreadAmount;
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component.Duration = duration;
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component.TransferRate = solution.Volume / duration;
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TryAddSolution(uid, solution);
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Dirty(uid, component);
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EnsureComp<ActiveEdgeSpreaderComponent>(uid);
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if (TryComp<PhysicsComponent>(uid, out var body) && TryComp<FixturesComponent>(uid, out var fixtures))
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{
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var xform = Transform(uid);
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_physics.SetBodyType(uid, BodyType.Dynamic, fixtures, body, xform);
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_physics.SetCanCollide(uid, true, manager: fixtures, body: body);
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_broadphase.RegenerateContacts((uid, body, fixtures, xform));
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}
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var timer = EnsureComp<TimedDespawnComponent>(uid);
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timer.Lifetime = duration;
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// The tile reaction happens here because it only occurs once.
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ReactOnTile(uid, component);
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}
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/// <summary>
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/// Does the relevant smoke reactions for an entity.
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/// </summary>
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public void SmokeReact(EntityUid entity, EntityUid smokeUid, SmokeComponent? component = null)
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{
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if (!Resolve(smokeUid, ref component))
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return;
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if (!_solutionContainerSystem.ResolveSolution(smokeUid, SmokeComponent.SolutionName, ref component.Solution, out var solution) ||
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solution.Contents.Count == 0)
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{
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return;
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}
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ReactWithEntity(entity, smokeUid, solution, component);
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UpdateVisuals((smokeUid, component));
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}
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private void ReactWithEntity(EntityUid entity, EntityUid smokeUid, Solution solution, SmokeComponent? component = null)
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{
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if (!Resolve(smokeUid, ref component))
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return;
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if (!TryComp<BloodstreamComponent>(entity, out var bloodstream))
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return;
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if (!_solutionContainerSystem.ResolveSolution(entity, bloodstream.BloodSolutionName, ref bloodstream.BloodSolution, out var bloodSolution) || bloodSolution.AvailableVolume <= 0)
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return;
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var blockIngestion = _internals.AreInternalsWorking(entity);
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var cloneSolution = solution.Clone();
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var availableTransfer = FixedPoint2.Min(cloneSolution.Volume, component.TransferRate);
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var transferAmount = FixedPoint2.Min(availableTransfer, bloodSolution.AvailableVolume);
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var transferSolution = cloneSolution.SplitSolution(transferAmount);
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foreach (var reagentQuantity in transferSolution.Contents.ToArray())
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{
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if (reagentQuantity.Quantity == FixedPoint2.Zero)
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continue;
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_reactive.ReactionEntity(entity, ReactionMethod.Touch, reagentQuantity);
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if (!blockIngestion)
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_reactive.ReactionEntity(entity, ReactionMethod.Ingestion, reagentQuantity);
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}
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if (blockIngestion)
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return;
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if (_blood.TryAddToBloodstream((entity, bloodstream), transferSolution))
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{
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// Log solution addition by smoke
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_logger.Add(LogType.ForceFeed, LogImpact.Medium, $"{ToPrettyString(entity):target} ingested smoke {SharedSolutionContainerSystem.ToPrettyString(transferSolution)}");
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}
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}
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private void ReactOnTile(EntityUid uid, SmokeComponent? component = null, TransformComponent? xform = null)
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{
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if (!Resolve(uid, ref component, ref xform))
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return;
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if (!_solutionContainerSystem.ResolveSolution(uid, SmokeComponent.SolutionName, ref component.Solution, out var solution) || !solution.Any())
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return;
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if (!TryComp<MapGridComponent>(xform.GridUid, out var mapGrid))
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return;
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var tile = _map.GetTileRef(xform.GridUid.Value, mapGrid, xform.Coordinates);
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foreach (var reagentQuantity in solution.Contents.ToArray())
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{
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if (reagentQuantity.Quantity == FixedPoint2.Zero)
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continue;
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var reagent = ProtoMan.Index<ReagentPrototype>(reagentQuantity.Reagent.Prototype);
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reagent.ReactionTile(tile, reagentQuantity.Quantity, EntityManager, reagentQuantity.Reagent.Data);
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}
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}
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/// <summary>
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/// Adds the specified solution to the relevant smoke solution.
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/// </summary>
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private void TryAddSolution(Entity<SmokeComponent?> smoke, Solution solution)
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{
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if (solution.Volume == FixedPoint2.Zero)
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return;
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if (!Resolve(smoke, ref smoke.Comp))
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return;
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if (!_solutionContainerSystem.ResolveSolution(smoke.Owner, SmokeComponent.SolutionName, ref smoke.Comp.Solution, out var solutionArea))
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return;
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var addSolution = solution.SplitSolution(FixedPoint2.Min(solution.Volume, solutionArea.AvailableVolume));
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_solutionContainerSystem.TryAddSolution(smoke.Comp.Solution.Value, addSolution);
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UpdateVisuals(smoke);
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}
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private void UpdateVisuals(Entity<SmokeComponent?, AppearanceComponent?> smoke)
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{
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if (!Resolve(smoke, ref smoke.Comp1, ref smoke.Comp2) ||
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!_solutionContainerSystem.ResolveSolution(smoke.Owner, SmokeComponent.SolutionName, ref smoke.Comp1.Solution, out var solution))
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return;
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var color = solution.GetColor(ProtoMan);
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_appearance.SetData(smoke.Owner, SmokeVisuals.Color, color, smoke.Comp2);
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}
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}
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