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wwdpublic/Content.Server/Fluids/EntitySystems/DrainSystem.cs
sleepyyapril 885ee5a831 Wizmerge for Station AI (#1351)
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# Description

the adding AI is now up to y'all because i'm not touching loadout code
for name datasets, but it shouldn't be too bad from here

---------

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(cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
2025-01-14 00:13:42 +03:00

281 lines
11 KiB
C#

using Content.Server.Chemistry.Containers.EntitySystems;
using Content.Server.DoAfter;
using Content.Server.Fluids.Components;
using Content.Server.Popups;
using Content.Shared.Audio;
using Content.Shared.Chemistry.Components.SolutionManager;
using Content.Shared.Database;
using Content.Shared.DoAfter;
using Content.Shared.Examine;
using Content.Shared.FixedPoint;
using Content.Shared.Fluids;
using Content.Shared.Fluids.Components;
using Content.Shared.Interaction;
using Content.Shared.Tag;
using Content.Shared.Verbs;
using Robust.Server.GameObjects;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Collections;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Utility;
namespace Content.Server.Fluids.EntitySystems;
public sealed class DrainSystem : SharedDrainSystem
{
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!;
[Dependency] private readonly SharedAmbientSoundSystem _ambientSoundSystem = default!;
[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
[Dependency] private readonly TagSystem _tagSystem = default!;
[Dependency] private readonly DoAfterSystem _doAfterSystem = default!;
[Dependency] private readonly PuddleSystem _puddleSystem = default!;
[Dependency] private readonly TransformSystem _transform = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DrainComponent, GetVerbsEvent<Verb>>(AddEmptyVerb);
SubscribeLocalEvent<DrainComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<DrainComponent, AfterInteractUsingEvent>(OnInteract);
SubscribeLocalEvent<DrainComponent, DrainDoAfterEvent>(OnDoAfter);
}
private void AddEmptyVerb(Entity<DrainComponent> entity, ref GetVerbsEvent<Verb> args)
{
if (!args.CanAccess || !args.CanInteract || args.Using == null)
return;
if (!TryComp(args.Using, out SpillableComponent? spillable) ||
!TryComp(args.Target, out DrainComponent? drain))
return;
var used = args.Using.Value;
var target = args.Target;
Verb verb = new()
{
Text = Loc.GetString("drain-component-empty-verb-inhand", ("object", Name(used))),
Act = () =>
{
Empty(used, spillable, target, drain);
},
Impact = LogImpact.Low,
Icon = new SpriteSpecifier.Texture(new ResPath("/Textures/Interface/VerbIcons/eject.svg.192dpi.png"))
};
args.Verbs.Add(verb);
}
private void Empty(EntityUid container, SpillableComponent spillable, EntityUid target, DrainComponent drain)
{
// Find the solution in the container that is emptied
if (!_solutionContainerSystem.TryGetDrainableSolution(container, out var containerSoln, out var containerSolution) || containerSolution.Volume == FixedPoint2.Zero)
{
_popupSystem.PopupEntity(
Loc.GetString("drain-component-empty-verb-using-is-empty-message", ("object", container)),
container);
return;
}
// try to find the drain's solution
if (!_solutionContainerSystem.ResolveSolution(target, DrainComponent.SolutionName, ref drain.Solution, out var drainSolution))
{
return;
}
// Try to transfer as much solution as possible to the drain
var amountToPutInDrain = drainSolution.AvailableVolume;
var amountToSpillOnGround = containerSolution.Volume - drainSolution.AvailableVolume;
if (amountToPutInDrain > 0)
{
var solutionToPutInDrain = _solutionContainerSystem.SplitSolution(containerSoln.Value, amountToPutInDrain);
_solutionContainerSystem.TryAddSolution(drain.Solution.Value, solutionToPutInDrain);
_audioSystem.PlayPvs(drain.ManualDrainSound, target);
_ambientSoundSystem.SetAmbience(target, true);
}
// Spill the remainder.
if (amountToSpillOnGround > 0)
{
var solutionToSpill = _solutionContainerSystem.SplitSolution(containerSoln.Value, amountToSpillOnGround);
_puddleSystem.TrySpillAt(Transform(target).Coordinates, solutionToSpill, out _);
_popupSystem.PopupEntity(
Loc.GetString("drain-component-empty-verb-target-is-full-message", ("object", target)),
container);
}
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var managerQuery = GetEntityQuery<SolutionContainerManagerComponent>();
var xformQuery = GetEntityQuery<TransformComponent>();
var puddleQuery = GetEntityQuery<PuddleComponent>();
var puddles = new ValueList<(Entity<PuddleComponent> Entity, string Solution)>();
var query = EntityQueryEnumerator<DrainComponent>();
while (query.MoveNext(out var uid, out var drain))
{
drain.Accumulator += frameTime;
if (drain.Accumulator < drain.DrainFrequency)
{
continue;
}
drain.Accumulator -= drain.DrainFrequency;
// Disable ambient sound from emptying manually
if (!drain.AutoDrain)
{
_ambientSoundSystem.SetAmbience(uid, false);
continue;
}
if (!managerQuery.TryGetComponent(uid, out var manager))
continue;
// Best to do this one every second rather than once every tick...
if (!_solutionContainerSystem.ResolveSolution((uid, manager), DrainComponent.SolutionName, ref drain.Solution, out var drainSolution))
continue;
if (drainSolution.AvailableVolume <= 0)
{
_ambientSoundSystem.SetAmbience(uid, false);
continue;
}
// Remove a bit from the buffer
_solutionContainerSystem.SplitSolution(drain.Solution.Value, (drain.UnitsDestroyedPerSecond * drain.DrainFrequency));
// This will ensure that UnitsPerSecond is per second...
var amount = drain.UnitsPerSecond * drain.DrainFrequency;
if (!xformQuery.TryGetComponent(uid, out var xform))
continue;
puddles.Clear();
foreach (var entity in _lookup.GetEntitiesInRange(_transform.GetMapCoordinates(uid, xform), drain.Range))
{
// No InRangeUnobstructed because there's no collision group that fits right now
// and these are placed by mappers and not buildable/movable so shouldnt really be a problem...
if (puddleQuery.TryGetComponent(entity, out var puddle))
{
puddles.Add(((entity, puddle), puddle.SolutionName));
}
}
if (puddles.Count == 0)
{
_ambientSoundSystem.SetAmbience(uid, false);
continue;
}
_ambientSoundSystem.SetAmbience(uid, true);
amount /= puddles.Count;
foreach (var (puddle, solution) in puddles)
{
// Queue the solution deletion if it's empty. EvaporationSystem might also do this
// but queuedelete should be pretty safe.
if (!_solutionContainerSystem.ResolveSolution(puddle.Owner, solution, ref puddle.Comp.Solution, out var puddleSolution))
{
EntityManager.QueueDeleteEntity(puddle);
continue;
}
// Removes the lowest of:
// the drain component's units per second adjusted for # of puddles
// the puddle's remaining volume (making it cleanly zero)
// the drain's remaining volume in its buffer.
var transferSolution = _solutionContainerSystem.SplitSolution(puddle.Comp.Solution.Value,
FixedPoint2.Min(FixedPoint2.New(amount), puddleSolution.Volume, drainSolution.AvailableVolume));
drainSolution.AddSolution(transferSolution, _prototypeManager);
if (puddleSolution.Volume <= 0)
{
QueueDel(puddle);
}
}
_solutionContainerSystem.UpdateChemicals(drain.Solution.Value);
}
}
private void OnExamined(Entity<DrainComponent> entity, ref ExaminedEvent args)
{
if (!args.IsInDetailsRange ||
!HasComp<SolutionContainerManagerComponent>(entity) ||
!_solutionContainerSystem.ResolveSolution(entity.Owner, DrainComponent.SolutionName, ref entity.Comp.Solution, out var drainSolution))
{
return;
}
var text = drainSolution.AvailableVolume != 0
? Loc.GetString("drain-component-examine-volume", ("volume", drainSolution.AvailableVolume))
: Loc.GetString("drain-component-examine-hint-full");
args.PushMarkup(text);
}
private void OnInteract(Entity<DrainComponent> entity, ref AfterInteractUsingEvent args)
{
if (!args.CanReach || args.Target == null ||
!_tagSystem.HasTag(args.Used, DrainComponent.PlungerTag) ||
!_solutionContainerSystem.ResolveSolution(args.Target.Value, DrainComponent.SolutionName, ref entity.Comp.Solution, out var drainSolution))
{
return;
}
if (drainSolution.AvailableVolume > 0)
{
_popupSystem.PopupEntity(Loc.GetString("drain-component-unclog-notapplicable", ("object", args.Target.Value)), args.Target.Value);
return;
}
_audioSystem.PlayPvs(entity.Comp.PlungerSound, entity);
var doAfterArgs = new DoAfterArgs(EntityManager, args.User, entity.Comp.UnclogDuration, new DrainDoAfterEvent(), entity, args.Target, args.Used)
{
BreakOnDamage = true,
BreakOnMove = true,
BreakOnHandChange = true
};
_doAfterSystem.TryStartDoAfter(doAfterArgs);
}
private void OnDoAfter(Entity<DrainComponent> entity, ref DrainDoAfterEvent args)
{
if (args.Target == null)
return;
if (!_random.Prob(entity.Comp.UnclogProbability))
{
_popupSystem.PopupEntity(Loc.GetString("drain-component-unclog-fail", ("object", args.Target.Value)), args.Target.Value);
return;
}
if (!_solutionContainerSystem.ResolveSolution(args.Target.Value, DrainComponent.SolutionName, ref entity.Comp.Solution))
{
return;
}
_solutionContainerSystem.RemoveAllSolution(entity.Comp.Solution.Value);
_audioSystem.PlayPvs(entity.Comp.UnclogSound, args.Target.Value);
_popupSystem.PopupEntity(Loc.GetString("drain-component-unclog-success", ("object", args.Target.Value)), args.Target.Value);
}
}