mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-29 23:57:29 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
245 lines
10 KiB
C#
245 lines
10 KiB
C#
using System.Linq;
|
|
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.Containers;
|
|
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 SharedAppearanceSystem _appearance = default!;
|
|
[Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!;
|
|
[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
|
|
|
|
private static readonly ProtoId<ReagentPrototype> Blood = "Blood";
|
|
private static readonly ProtoId<ReagentPrototype> Slime = "Slime";
|
|
private static readonly ProtoId<ReagentPrototype> CopperBlood = "CopperBlood";
|
|
|
|
private static readonly string[] StandoutReagents = [Blood, Slime, CopperBlood];
|
|
|
|
/// <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, SolutionContainerChangedEvent>(OnSolutionUpdate);
|
|
SubscribeLocalEvent<PuddleComponent, GetFootstepSoundEvent>(OnGetFootstepSound);
|
|
SubscribeLocalEvent<PuddleComponent, ExaminedEvent>(HandlePuddleExamined);
|
|
SubscribeLocalEvent<PuddleComponent, EntRemovedFromContainerMessage>(OnEntRemoved);
|
|
|
|
InitializeSpillable();
|
|
}
|
|
|
|
protected virtual void OnSolutionUpdate(Entity<PuddleComponent> entity, ref SolutionContainerChangedEvent args)
|
|
{
|
|
if (args.SolutionId != entity.Comp.SolutionName)
|
|
return;
|
|
|
|
UpdateAppearance((entity, entity.Comp));
|
|
}
|
|
|
|
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"));
|
|
}
|
|
}
|
|
|
|
// Workaround for https://github.com/space-wizards/space-station-14/pull/35314
|
|
private void OnEntRemoved(Entity<PuddleComponent> ent, ref EntRemovedFromContainerMessage args)
|
|
{
|
|
// Make sure the removed entity was our contained solution and clear our cached reference
|
|
if (args.Entity == ent.Comp.Solution?.Owner)
|
|
ent.Comp.Solution = null;
|
|
}
|
|
|
|
private void UpdateAppearance(Entity<PuddleComponent?, AppearanceComponent?> ent)
|
|
{
|
|
var (uid, puddle, appearance) = ent;
|
|
if (!Resolve(ent, ref puddle, ref appearance))
|
|
return;
|
|
|
|
var volume = FixedPoint2.Zero;
|
|
var color = Color.White;
|
|
|
|
if (_solutionContainerSystem.ResolveSolution(uid,
|
|
puddle.SolutionName,
|
|
ref puddle.Solution,
|
|
out var solution))
|
|
{
|
|
volume = solution.Volume / puddle.OverflowVolume;
|
|
|
|
// Make blood stand out more
|
|
// Kinda EH
|
|
// Could potentially do alpha per-solution but future problem.
|
|
|
|
color = solution.GetColorWithout(_prototypeManager, StandoutReagents);
|
|
color = color.WithAlpha(0.7f);
|
|
|
|
foreach (var standout in StandoutReagents)
|
|
{
|
|
var quantity = solution.GetTotalPrototypeQuantity(standout);
|
|
if (quantity <= FixedPoint2.Zero)
|
|
continue;
|
|
|
|
var interpolateValue = quantity.Float() / solution.Volume.Float();
|
|
color = Color.InterpolateBetween(color,
|
|
_prototypeManager.Index<ReagentPrototype>(standout).SubstanceColor,
|
|
interpolateValue);
|
|
}
|
|
}
|
|
|
|
_appearance.SetData(ent, PuddleVisuals.CurrentVolume, volume.Float(), appearance);
|
|
_appearance.SetData(ent, PuddleVisuals.SolutionColor, color, appearance);
|
|
}
|
|
|
|
public void DoTileReactions(TileRef tileRef, Solution solution)
|
|
{
|
|
for (var i = solution.Contents.Count - 1; i >= 0; i--)
|
|
{
|
|
var (reagent, quantity) = solution.Contents[i];
|
|
var proto = _prototypeManager.Index<ReagentPrototype>(reagent.Prototype);
|
|
var removed = proto.ReactionTile(tileRef, quantity, EntityManager, reagent.Data);
|
|
if (removed <= FixedPoint2.Zero)
|
|
continue;
|
|
|
|
solution.RemoveReagent(reagent, removed);
|
|
}
|
|
}
|
|
|
|
#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
|
|
}
|