Files
wwdpublic/Content.Server/Fluids/EntitySystems/SmokeSystem.cs
Debug fd2cc8570d Sync master up to 1/10 (#74)
* Automatic changelog update

* Make NPC names proper nouns & fix some genders (#20534)

* Proper names & genders

* Uppercase proper names

* Make Smile female

* fix bingus wrinkly head (#20531)

* rouny meat and steak (#20526)

* lost friendship flavor

* add rouny steak

* rouny special meat

* rouny meat textures

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311)

* Explosive wet floor sign & janitorial suicide vest

* fix attributions

* Remove name & desc from explosive wet floor sign

* Make wet floor sign chameleonable

* Automatic changelog update

* Minor slippery stuff (#20535)

* Update submodule to 162.2.0 (#20570)

* Predicted armor (#20560)

* clean up some lines in smile the slime prototype (#20552)

* Revert "Use full file path for temp replays (#19002)" (#20545)

* Add EyesGlasses into ClothesMate (#20523)

* Automatic changelog update

* Fix Punpun crew monitor sensor (#20484)

* Automatic changelog update

* EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394)

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* Make arcades hackable again (#20555)

* Automatic changelog update

* Health alert tweaks (#20557)

* Automatic changelog update

* Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564)

* Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent

* Nukeops todo and cleanup

* Remove Active field

* Add EndedGameRuleComponent

* bartender suit (#20521)

* give me a drink bartender

* guh

* aARG

* Necropolis and mine walls (#20578)

* Automatic changelog update

* archaic accent tweaks (#20567)

* Automatic changelog update

* Add confirmation to kick and respawn in the admin player actions panel (#20542)

* Remove windows-latest CI runs, remove unused build-test-release.yml (#20540)

* Change .editorconfig to keep existing attribute arrangement (#20538)

* Automatic changelog update

* Catch replay start and end errors on round restarts (#20565)

* Update trivial components to use auto comp states (#20539)

* Fix role unbans not applying in real time (#20547)

* Disable AHelp buttons when no player is selected, update button styling (#20568)

* Automatic changelog update

* Added a toggle fullscreen button (default F11) (#20272)

* Added a toggle fullscreen button (default F11)

* Removed un-needed comments

* Review Requested Changes

* Fixed Acidental Spacing Change

* bwoink, removed extraneous code

* nothing, litterally

* Automatic changelog update

* Fix not networking markings (#20588)

* Automatic changelog update

* Update RobustToolbox to v162.2.1 (#20590)

* Automatic changelog update

* Glorfcode (force say on damage/stun/crit) (#20562)

* Automatic changelog update

* Fix AHelp progressively showing more AHelp panels (#20591)

* Automatic changelog update

* caninsert entitystorage tweaks (#20589)

* Automatic changelog update

* Fix mapping actions crashing on load (#20592)

* Fix loading a map with a ThirstComponent crashing the game (#20594)

* Fix electrocution displaying real name of disguised players (#20603)

* Organ fixes (#20488)

* Automatic changelog update

* Kettle medical rework (#20435)

* Initial try at medical rework for kettle

* Re-add decal decorations to Kettle's medical

* Add more lockers to kettle's med

* Actually upload kettle's map, not its proto

* Automatic changelog update

* Added blocked visuals to volumetric pump (#20610)

* Automatic changelog update

* Move TimedDespawn to engine (#20515)

* Update submodule to 163.0.0 (#20616)

* Remove v0.1 version number from local main menu screen (#20617)

* Remove cloneData parameter from AutoNetworkedField (#20596)

* Update submodule to 164.0.0 (#20618)

* fix cognizine ghost role (#20632)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Move ID layer one pixel to correct alignment (#20630)

* Update nukie hardsuit descriptions (#20529)

* Make holofans destructable (#20445)

* Automatic changelog update

* bowl is open (#20453)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Add TestPair.WaitCommand() (#20615)

* Rename ThreatPrototype and mark fields as required (#20611)

* Adjust hard bomb shape (#20608)

* dragon refactor, objectives and use GenericAntag (#20201)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Added generic empty liquids tank (#20563)

* Move view variables verb to the top of the list with no category and localize it (#20546)

* saltern update (#20325)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Fix followers leaking (#20643)

* Add Winter Boots (#20622)

* add

* fix prototype

* Add QM mantle (#20621)

* add

* fix prototype

* Automatic changelog update

* Slime mobs breathe nitrogen and resprite their organs (#20577)

* Slimes breathe nitrogen and resprite their organs

* ups

* mmm

* Automatic changelog update

* Fix the new lizard horn's consistency + issue (#20620)

* fix

* add

* Revert "add"

This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711.

* Add RandomHumanoidAppearance component to for space ninjas (#20605)

* Automatic changelog update

* Space cat breathes space (#20550)

* Space cat breathes space

Made Space Cat lungs ROBUST

* Made Space Cat's lungs ROBUST 2.0

* Automatic changelog update

* Wide anomaly locator (#20581)

* Add files via upload

* Add files via upload

* Add files via upload

* Add files via upload

* add textures

* fix encoding

* fix 2

* Automatic changelog update

* Fixed Telescopic Shield Lighting (#20650)

* Fixed Telescopic Shield Lighting Bug fix #20199

* no need for these at all

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Add a special hardsuit for nukie medic (#20471)

* Automatic changelog update

* Carry over other mutations when doing species mutation (#20551)

* Automatic changelog update

* Add Spanish accent to poncho and sombrero (#20377)

---------

Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com>
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2023-10-03 14:15:46 -05:00

275 lines
8.9 KiB
C#

using System.Linq;
using Content.Server.Administration.Logs;
using Content.Server.Body.Components;
using Content.Server.Body.Systems;
using Content.Server.Chemistry.Components;
using Content.Server.Chemistry.EntitySystems;
using Content.Server.Chemistry.ReactionEffects;
using Content.Server.Spreader;
using Content.Shared.Chemistry;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.Reaction;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Coordinates.Helpers;
using Content.Shared.Database;
using Content.Shared.FixedPoint;
using Content.Shared.Smoking;
using Robust.Shared.Spawners;
using Robust.Server.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Spawners;
using Robust.Shared.Timing;
using TimedDespawnComponent = Robust.Shared.Spawners.TimedDespawnComponent;
namespace Content.Server.Fluids.EntitySystems;
/// <summary>
/// Handles non-atmos solution entities similar to puddles.
/// </summary>
public sealed class SmokeSystem : EntitySystem
{
// If I could do it all again this could probably use a lot more of puddles.
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IPrototypeManager _prototype = default!;
[Dependency] private readonly AppearanceSystem _appearance = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly SolutionContainerSystem _solutionSystem = default!;
/// <inheritdoc/>
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SmokeComponent, EntityUnpausedEvent>(OnSmokeUnpaused);
SubscribeLocalEvent<SmokeComponent, ReactionAttemptEvent>(OnReactionAttempt);
SubscribeLocalEvent<SmokeComponent, SpreadNeighborsEvent>(OnSmokeSpread);
SubscribeLocalEvent<SmokeDissipateSpawnComponent, TimedDespawnEvent>(OnSmokeDissipate);
SubscribeLocalEvent<SpreadGroupUpdateRate>(OnSpreadUpdateRate);
}
private void OnSpreadUpdateRate(ref SpreadGroupUpdateRate ev)
{
if (ev.Name != "smoke")
return;
ev.UpdatesPerSecond = 8;
}
private void OnSmokeDissipate(EntityUid uid, SmokeDissipateSpawnComponent component, ref TimedDespawnEvent args)
{
if (!TryComp<TransformComponent>(uid, out var xform))
{
return;
}
Spawn(component.Prototype, xform.Coordinates);
}
private void OnSmokeSpread(EntityUid uid, SmokeComponent component, ref SpreadNeighborsEvent args)
{
if (component.SpreadAmount == 0 ||
!_solutionSystem.TryGetSolution(uid, SmokeComponent.SolutionName, out var solution) ||
args.NeighborFreeTiles.Count == 0)
{
RemCompDeferred<EdgeSpreaderComponent>(uid);
return;
}
var prototype = MetaData(uid).EntityPrototype;
if (prototype == null)
{
RemCompDeferred<EdgeSpreaderComponent>(uid);
return;
}
TryComp<TimedDespawnComponent>(uid, out var timer);
var smokePerSpread = component.SpreadAmount / args.NeighborFreeTiles.Count;
component.SpreadAmount -= smokePerSpread;
foreach (var neighbor in args.NeighborFreeTiles)
{
var coords = neighbor.Grid.GridTileToLocal(neighbor.Tile);
var ent = Spawn(prototype.ID, coords.SnapToGrid());
var neighborSmoke = EnsureComp<SmokeComponent>(ent);
neighborSmoke.SpreadAmount = Math.Max(0, smokePerSpread - 1);
args.Updates--;
// Listen this is the old behaviour iunno
Start(ent, neighborSmoke, solution.Clone(), timer?.Lifetime ?? 10f);
if (_appearance.TryGetData(uid, SmokeVisuals.Color, out var color))
{
_appearance.SetData(ent, SmokeVisuals.Color, color);
}
// Only 1 spread then ig?
if (smokePerSpread == 0)
{
component.SpreadAmount--;
if (component.SpreadAmount == 0)
{
RemCompDeferred<EdgeSpreaderComponent>(uid);
break;
}
}
if (args.Updates <= 0)
break;
}
// Give our spread to neighbor tiles.
if (args.NeighborFreeTiles.Count == 0 && args.Neighbors.Count > 0 && component.SpreadAmount > 0)
{
var smokeQuery = GetEntityQuery<SmokeComponent>();
foreach (var neighbor in args.Neighbors)
{
if (!smokeQuery.TryGetComponent(neighbor, out var smoke))
continue;
smoke.SpreadAmount++;
args.Updates--;
if (component.SpreadAmount == 0)
{
RemCompDeferred<EdgeSpreaderComponent>(uid);
break;
}
if (args.Updates <= 0)
break;
}
}
}
private void OnReactionAttempt(EntityUid uid, SmokeComponent component, ReactionAttemptEvent args)
{
if (args.Solution.Name != SmokeComponent.SolutionName)
return;
// Prevent smoke/foam fork bombs (smoke creating more smoke).
foreach (var effect in args.Reaction.Effects)
{
if (effect is AreaReactionEffect)
{
args.Cancel();
return;
}
}
}
private void OnSmokeUnpaused(EntityUid uid, SmokeComponent component, ref EntityUnpausedEvent args)
{
component.NextReact += args.PausedTime;
}
/// <inheritdoc/>
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<SmokeComponent>();
var curTime = _timing.CurTime;
while (query.MoveNext(out var uid, out var smoke))
{
if (smoke.NextReact > curTime)
continue;
smoke.NextReact += TimeSpan.FromSeconds(1.5);
SmokeReact(uid, 1f, smoke);
}
}
/// <summary>
/// Does the relevant smoke reactions for an entity for the specified exposure duration.
/// </summary>
public void SmokeReact(EntityUid uid, float frameTime, SmokeComponent? component = null, TransformComponent? xform = null)
{
if (!Resolve(uid, ref component, ref xform))
return;
if (!_solutionSystem.TryGetSolution(uid, SmokeComponent.SolutionName, out var solution) ||
solution.Contents.Count == 0)
{
return;
}
if (!_mapManager.TryGetGrid(xform.GridUid, out var mapGrid))
return;
var tile = mapGrid.GetTileRef(xform.Coordinates.ToVector2i(EntityManager, _mapManager));
var solutionFraction = 1 / Math.Floor(frameTime);
var ents = _lookup.GetEntitiesIntersecting(tile, 0f, flags: LookupFlags.Uncontained).ToArray();
foreach (var reagentQuantity in solution.Contents.ToArray())
{
if (reagentQuantity.Quantity == FixedPoint2.Zero)
continue;
// NOOP, react with entities on the tile or whatever.
}
foreach (var entity in ents)
{
if (entity == uid)
continue;
ReactWithEntity(entity, solution, solutionFraction);
}
UpdateVisuals(uid);
}
private void UpdateVisuals(EntityUid uid)
{
if (TryComp(uid, out AppearanceComponent? appearance) &&
_solutionSystem.TryGetSolution(uid, SmokeComponent.SolutionName, out var solution))
{
var color = solution.GetColor(_prototype);
_appearance.SetData(uid, SmokeVisuals.Color, color, appearance);
}
}
private void ReactWithEntity(EntityUid entity, Solution solution, double solutionFraction)
{
// NOOP due to people complaining constantly.
return;
}
/// <summary>
/// Sets up a smoke component for spreading.
/// </summary>
public void Start(EntityUid uid, SmokeComponent component, Solution solution, float duration)
{
TryAddSolution(uid, component, solution);
EnsureComp<EdgeSpreaderComponent>(uid);
var timer = EnsureComp<TimedDespawnComponent>(uid);
timer.Lifetime = duration;
}
/// <summary>
/// Adds the specified solution to the relevant smoke solution.
/// </summary>
public void TryAddSolution(EntityUid uid, SmokeComponent component, Solution solution)
{
if (solution.Volume == FixedPoint2.Zero)
return;
if (!_solutionSystem.TryGetSolution(uid, SmokeComponent.SolutionName, out var solutionArea))
return;
var addSolution =
solution.SplitSolution(FixedPoint2.Min(solution.Volume, solutionArea.AvailableVolume));
_solutionSystem.TryAddSolution(uid, solutionArea, addSolution);
UpdateVisuals(uid);
}
}