Files
wwdpublic/Content.Shared/Nutrition/EntitySystems/PressurizedSolutionSystem.cs
DEATHB4DEFEAT 47b10a01b0 Catch-Up Cherry Pick 2 (#944)
# Description

Picked 400 commits (and skipped many, many more) from WizDen since #540.
Stopped at commit 332f54a3aebe669f6e50d26e7b047f0bdc28e0fb (Lobby
Refactor).

---

# TODO

- [x] Pick
- [x] Compile
- [x] Fix runtime errors
- [ ] Fix up humanoid profile editor
- [ ] Test everything

---

# Changelog

🆑
- add: Merged 400 WizDen PRs. Happy testing!

---------

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# Conflicts:
#	Content.Client/Input/ContentContexts.cs
#	Content.Client/Lobby/LobbyState.cs
#	Content.Client/Lobby/UI/HumanoidProfileEditor.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml.cs
#	Content.Client/Preferences/UI/CharacterSetupGui.xaml.cs
#	Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml
#	Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs
#	Content.Server/Fluids/EntitySystems/PuddleSystem.Spillable.cs
#	Content.Server/GameTicking/GameTicker.Spawning.cs
#	Content.Shared/Alert/AlertType.cs
#	Content.Shared/Input/ContentKeyFunctions.cs
#	Content.Shared/Preferences/HumanoidCharacterProfile.cs
#	Content.Shared/Weapons/Melee/MeleeWeaponComponent.cs
#	Resources/ConfigPresets/EinsteinEngines/default.toml
#	Resources/Prototypes/Alerts/alerts.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml
#	Resources/Prototypes/Entities/Clothing/Uniforms/jumpskirts.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/improvised/makeshiftstunprod.yml
#	Resources/Prototypes/Voice/speech_emotes.yml
#	Resources/keybinds.yml
2024-10-19 14:53:37 +07:00

286 lines
11 KiB
C#

using Content.Shared.Chemistry.Reagent;
using Content.Shared.Chemistry.EntitySystems;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Nutrition.Components;
using Content.Shared.Throwing;
using Content.Shared.IdentityManagement;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using Robust.Shared.Prototypes;
using Robust.Shared.Network;
using Content.Shared.Fluids;
using Content.Shared.Popups;
namespace Content.Shared.Nutrition.EntitySystems;
public sealed partial class PressurizedSolutionSystem : EntitySystem
{
[Dependency] private readonly SharedSolutionContainerSystem _solutionContainer = default!;
[Dependency] private readonly OpenableSystem _openable = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedHandsSystem _hands = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly SharedPuddleSystem _puddle = default!;
[Dependency] private readonly INetManager _net = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PressurizedSolutionComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<PressurizedSolutionComponent, ShakeEvent>(OnShake);
SubscribeLocalEvent<PressurizedSolutionComponent, OpenableOpenedEvent>(OnOpened);
SubscribeLocalEvent<PressurizedSolutionComponent, LandEvent>(OnLand);
SubscribeLocalEvent<PressurizedSolutionComponent, SolutionContainerChangedEvent>(OnSolutionUpdate);
}
/// <summary>
/// Helper method for checking if the solution's fizziness is high enough to spray.
/// <paramref name="chanceMod"/> is added to the actual fizziness for the comparison.
/// </summary>
private bool SprayCheck(Entity<PressurizedSolutionComponent> entity, float chanceMod = 0)
{
return Fizziness((entity, entity.Comp)) + chanceMod > entity.Comp.SprayFizzinessThresholdRoll;
}
/// <summary>
/// Calculates how readily the contained solution becomes fizzy.
/// </summary>
private float SolutionFizzability(Entity<PressurizedSolutionComponent> entity)
{
if (!_solutionContainer.TryGetSolution(entity.Owner, entity.Comp.Solution, out var _, out var solution))
return 0;
// An empty solution can't be fizzy
if (solution.Volume <= 0)
return 0;
var totalFizzability = 0f;
// Check each reagent in the solution
foreach (var reagent in solution.Contents)
{
if (_prototypeManager.TryIndex(reagent.Reagent.Prototype, out ReagentPrototype? reagentProto) && reagentProto != null)
{
// What portion of the solution is this reagent?
var proportion = (float) (reagent.Quantity / solution.Volume);
totalFizzability += reagentProto.Fizziness * proportion;
}
}
return totalFizzability;
}
/// <summary>
/// Increases the fizziness level of the solution by the given amount,
/// scaled by the solution's fizzability.
/// 0 will result in no change, and 1 will maximize fizziness.
/// Also rerolls the spray threshold.
/// </summary>
private void AddFizziness(Entity<PressurizedSolutionComponent> entity, float amount)
{
var fizzability = SolutionFizzability(entity);
// Can't add fizziness if the solution isn't fizzy
if (fizzability <= 0)
return;
// Make sure nothing is preventing fizziness from being added
var attemptEv = new AttemptAddFizzinessEvent(entity, amount);
RaiseLocalEvent(entity, ref attemptEv);
if (attemptEv.Cancelled)
return;
// Scale added fizziness by the solution's fizzability
amount *= fizzability;
// Convert fizziness to time
var duration = amount * entity.Comp.FizzinessMaxDuration;
// Add to the existing settle time, if one exists. Otherwise, add to the current time
var start = entity.Comp.FizzySettleTime > _timing.CurTime ? entity.Comp.FizzySettleTime : _timing.CurTime;
var newTime = start + duration;
// Cap the maximum fizziness
var maxEnd = _timing.CurTime + entity.Comp.FizzinessMaxDuration;
if (newTime > maxEnd)
newTime = maxEnd;
entity.Comp.FizzySettleTime = newTime;
// Roll a new fizziness threshold
RollSprayThreshold(entity);
}
/// <summary>
/// Helper method. Performs a <see cref="SprayCheck"/>. If it passes, calls <see cref="TrySpray"/>. If it fails, <see cref="AddFizziness"/>.
/// </summary>
private void SprayOrAddFizziness(Entity<PressurizedSolutionComponent> entity, float chanceMod = 0, float fizzinessToAdd = 0, EntityUid? user = null)
{
if (SprayCheck(entity, chanceMod))
TrySpray((entity, entity.Comp), user);
else
AddFizziness(entity, fizzinessToAdd);
}
/// <summary>
/// Randomly generates a new spray threshold.
/// This is the value used to compare fizziness against when doing <see cref="SprayCheck"/>.
/// Since RNG will give different results between client and server, this is run on the server
/// and synced to the client by marking the component dirty.
/// We roll this in advance, rather than during <see cref="SprayCheck"/>, so that the value (hopefully)
/// has time to get synced to the client, so we can try be accurate with prediction.
/// </summary>
private void RollSprayThreshold(Entity<PressurizedSolutionComponent> entity)
{
// Can't predict random, so we wait for the server to tell us
if (!_net.IsServer)
return;
entity.Comp.SprayFizzinessThresholdRoll = _random.NextFloat();
Dirty(entity, entity.Comp);
}
#region Public API
/// <summary>
/// Does the entity contain a solution capable of being fizzy?
/// </summary>
public bool CanSpray(Entity<PressurizedSolutionComponent?> entity)
{
if (!Resolve(entity, ref entity.Comp, false))
return false;
return SolutionFizzability((entity, entity.Comp)) > 0;
}
/// <summary>
/// Attempts to spray the solution onto the given entity, or the ground if none is given.
/// Fails if the solution isn't able to be sprayed.
/// </summary>
public bool TrySpray(Entity<PressurizedSolutionComponent?> entity, EntityUid? target = null)
{
if (!Resolve(entity, ref entity.Comp))
return false;
if (!CanSpray(entity))
return false;
if (!_solutionContainer.TryGetSolution(entity.Owner, entity.Comp.Solution, out var soln, out var interactions))
return false;
// If the container is openable, open it
_openable.SetOpen(entity, true);
// Get the spray solution from the container
var solution = _solutionContainer.SplitSolution(soln.Value, interactions.Volume);
// Spray the solution onto the ground and anyone nearby
if (TryComp<TransformComponent>(entity, out var transform))
_puddle.TrySplashSpillAt(entity, transform.Coordinates, solution, out _, sound: false);
var drinkName = Identity.Entity(entity, EntityManager);
if (target != null)
{
var victimName = Identity.Entity(target.Value, EntityManager);
var selfMessage = Loc.GetString(entity.Comp.SprayHolderMessageSelf, ("victim", victimName), ("drink", drinkName));
var othersMessage = Loc.GetString(entity.Comp.SprayHolderMessageOthers, ("victim", victimName), ("drink", drinkName));
_popup.PopupPredicted(selfMessage, othersMessage, target.Value, target.Value);
}
else
{
// Show a popup to everyone in PVS range
if (_timing.IsFirstTimePredicted)
_popup.PopupEntity(Loc.GetString(entity.Comp.SprayGroundMessage, ("drink", drinkName)), entity);
}
_audio.PlayPredicted(entity.Comp.SpraySound, entity, target);
// We just used all our fizziness, so clear it
TryClearFizziness(entity);
return true;
}
/// <summary>
/// What is the current fizziness level of the solution, from 0 to 1?
/// </summary>
public double Fizziness(Entity<PressurizedSolutionComponent?> entity)
{
// No component means no fizz
if (!Resolve(entity, ref entity.Comp, false))
return 0;
// No negative fizziness
if (entity.Comp.FizzySettleTime <= _timing.CurTime)
return 0;
var currentDuration = entity.Comp.FizzySettleTime - _timing.CurTime;
return Easings.InOutCubic((float) Math.Min(currentDuration / entity.Comp.FizzinessMaxDuration, 1));
}
/// <summary>
/// Attempts to clear any fizziness in the solution.
/// </summary>
/// <remarks>Rolls a new spray threshold.</remarks>
public void TryClearFizziness(Entity<PressurizedSolutionComponent?> entity)
{
if (!Resolve(entity, ref entity.Comp))
return;
entity.Comp.FizzySettleTime = TimeSpan.Zero;
// Roll a new fizziness threshold
RollSprayThreshold((entity, entity.Comp));
}
#endregion
#region Event Handlers
private void OnMapInit(Entity<PressurizedSolutionComponent> entity, ref MapInitEvent args)
{
RollSprayThreshold(entity);
}
private void OnOpened(Entity<PressurizedSolutionComponent> entity, ref OpenableOpenedEvent args)
{
// Make sure the opener is actually holding the drink
var held = args.User != null && _hands.IsHolding(args.User.Value, entity, out _);
SprayOrAddFizziness(entity, entity.Comp.SprayChanceModOnOpened, -1, held ? args.User : null);
}
private void OnShake(Entity<PressurizedSolutionComponent> entity, ref ShakeEvent args)
{
SprayOrAddFizziness(entity, entity.Comp.SprayChanceModOnShake, entity.Comp.FizzinessAddedOnShake, args.Shaker);
}
private void OnLand(Entity<PressurizedSolutionComponent> entity, ref LandEvent args)
{
SprayOrAddFizziness(entity, entity.Comp.SprayChanceModOnLand, entity.Comp.FizzinessAddedOnLand);
}
private void OnSolutionUpdate(Entity<PressurizedSolutionComponent> entity, ref SolutionContainerChangedEvent args)
{
if (args.SolutionId != entity.Comp.Solution)
return;
// If the solution is no longer capable of being fizzy, clear any built up fizziness
if (SolutionFizzability(entity) <= 0)
TryClearFizziness((entity, entity.Comp));
}
#endregion
}
[ByRefEvent]
public record struct AttemptAddFizzinessEvent(Entity<PressurizedSolutionComponent> Entity, float Amount)
{
public bool Cancelled;
}