mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-30 08:07:28 +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...
267 lines
10 KiB
C#
267 lines
10 KiB
C#
using Content.Server.DoAfter;
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using Content.Server.Popups;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Audio;
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using Content.Shared.Chemistry.Components.SolutionManager;
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using Content.Shared.Database;
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using Content.Shared.DoAfter;
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using Content.Shared.Examine;
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using Content.Shared.FixedPoint;
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using Content.Shared.Fluids;
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using Content.Shared.Fluids.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Tag;
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using Content.Shared.Verbs;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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namespace Content.Server.Fluids.EntitySystems;
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public sealed class DrainSystem : SharedDrainSystem
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{
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!;
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[Dependency] private readonly SharedAmbientSoundSystem _ambientSoundSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly TagSystem _tagSystem = default!;
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[Dependency] private readonly DoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly PuddleSystem _puddleSystem = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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private readonly HashSet<Entity<PuddleComponent>> _puddles = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DrainComponent, MapInitEvent>(OnDrainMapInit);
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SubscribeLocalEvent<DrainComponent, GetVerbsEvent<Verb>>(AddEmptyVerb);
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SubscribeLocalEvent<DrainComponent, ExaminedEvent>(OnExamined);
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SubscribeLocalEvent<DrainComponent, AfterInteractUsingEvent>(OnInteract);
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SubscribeLocalEvent<DrainComponent, DrainDoAfterEvent>(OnDoAfter);
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}
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private void OnDrainMapInit(Entity<DrainComponent> ent, ref MapInitEvent args)
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{
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// Randomise puddle drains so roundstart ones don't all dump at the same time.
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ent.Comp.Accumulator = _random.NextFloat(ent.Comp.DrainFrequency);
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}
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private void AddEmptyVerb(Entity<DrainComponent> entity, ref GetVerbsEvent<Verb> args)
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{
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if (!args.CanAccess || !args.CanInteract || args.Using == null)
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return;
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if (!TryComp(args.Using, out SpillableComponent? spillable) ||
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!TryComp(args.Target, out DrainComponent? drain))
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return;
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var used = args.Using.Value;
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var target = args.Target;
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Verb verb = new()
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{
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Text = Loc.GetString("drain-component-empty-verb-inhand", ("object", Name(used))),
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Act = () =>
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{
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Empty(used, spillable, target, drain);
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},
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Impact = LogImpact.Low,
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Icon = new SpriteSpecifier.Texture(new ResPath("/Textures/Interface/VerbIcons/eject.svg.192dpi.png"))
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};
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args.Verbs.Add(verb);
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}
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private void Empty(EntityUid container, SpillableComponent spillable, EntityUid target, DrainComponent drain)
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{
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// Find the solution in the container that is emptied
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if (!_solutionContainerSystem.TryGetDrainableSolution(container, out var containerSoln, out var containerSolution) || containerSolution.Volume == FixedPoint2.Zero)
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{
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_popupSystem.PopupEntity(
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Loc.GetString("drain-component-empty-verb-using-is-empty-message", ("object", container)),
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container);
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return;
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}
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// try to find the drain's solution
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if (!_solutionContainerSystem.ResolveSolution(target, DrainComponent.SolutionName, ref drain.Solution, out var drainSolution))
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{
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return;
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}
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// Try to transfer as much solution as possible to the drain
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var amountToPutInDrain = drainSolution.AvailableVolume;
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var amountToSpillOnGround = containerSolution.Volume - drainSolution.AvailableVolume;
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if (amountToPutInDrain > 0)
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{
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var solutionToPutInDrain = _solutionContainerSystem.SplitSolution(containerSoln.Value, amountToPutInDrain);
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_solutionContainerSystem.TryAddSolution(drain.Solution.Value, solutionToPutInDrain);
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_audioSystem.PlayPvs(drain.ManualDrainSound, target);
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_ambientSoundSystem.SetAmbience(target, true);
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}
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// Spill the remainder.
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if (amountToSpillOnGround > 0)
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{
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var solutionToSpill = _solutionContainerSystem.SplitSolution(containerSoln.Value, amountToSpillOnGround);
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_puddleSystem.TrySpillAt(Transform(target).Coordinates, solutionToSpill, out _);
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_popupSystem.PopupEntity(
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Loc.GetString("drain-component-empty-verb-target-is-full-message", ("object", target)),
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container);
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}
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}
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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 managerQuery = GetEntityQuery<SolutionContainerManagerComponent>();
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var query = EntityQueryEnumerator<DrainComponent>();
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while (query.MoveNext(out var uid, out var drain))
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{
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drain.Accumulator += frameTime;
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if (drain.Accumulator < drain.DrainFrequency)
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{
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continue;
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}
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drain.Accumulator -= drain.DrainFrequency;
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if (!managerQuery.TryGetComponent(uid, out var manager))
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continue;
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// Best to do this one every second rather than once every tick...
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if (!_solutionContainerSystem.ResolveSolution((uid, manager), DrainComponent.SolutionName, ref drain.Solution, out var drainSolution))
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continue;
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if (drainSolution.Volume <= 0 && !drain.AutoDrain)
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{
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_ambientSoundSystem.SetAmbience(uid, false);
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continue;
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}
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// Remove a bit from the buffer
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_solutionContainerSystem.SplitSolution(drain.Solution.Value, (drain.UnitsDestroyedPerSecond * drain.DrainFrequency));
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// This will ensure that UnitsPerSecond is per second...
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var amount = drain.UnitsPerSecond * drain.DrainFrequency;
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if (drain.AutoDrain)
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{
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_puddles.Clear();
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_lookup.GetEntitiesInRange(Transform(uid).Coordinates, drain.Range, _puddles);
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if (_puddles.Count == 0 && drainSolution.Volume <= 0)
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{
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_ambientSoundSystem.SetAmbience(uid, false);
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continue;
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}
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_ambientSoundSystem.SetAmbience(uid, true);
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amount /= _puddles.Count;
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foreach (var puddle in _puddles)
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{
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// Queue the solution deletion if it's empty. EvaporationSystem might also do this
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// but queuedelete should be pretty safe.
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if (!_solutionContainerSystem.ResolveSolution(puddle.Owner, puddle.Comp.SolutionName, ref puddle.Comp.Solution, out var puddleSolution))
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{
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QueueDel(puddle);
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continue;
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}
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// Removes the lowest of:
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// the drain component's units per second adjusted for # of puddles
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// the puddle's remaining volume (making it cleanly zero)
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// the drain's remaining volume in its buffer.
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var transferSolution = _solutionContainerSystem.SplitSolution(puddle.Comp.Solution.Value,
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FixedPoint2.Min(FixedPoint2.New(amount), puddleSolution.Volume, drainSolution.AvailableVolume));
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drainSolution.AddSolution(transferSolution, _prototypeManager);
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if (puddleSolution.Volume <= 0)
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{
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QueueDel(puddle);
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}
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}
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}
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_solutionContainerSystem.UpdateChemicals(drain.Solution.Value);
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}
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}
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private void OnExamined(Entity<DrainComponent> entity, ref ExaminedEvent args)
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{
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if (!args.IsInDetailsRange ||
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!HasComp<SolutionContainerManagerComponent>(entity) ||
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!_solutionContainerSystem.ResolveSolution(entity.Owner, DrainComponent.SolutionName, ref entity.Comp.Solution, out var drainSolution))
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{
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return;
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}
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var text = drainSolution.AvailableVolume != 0
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? Loc.GetString("drain-component-examine-volume", ("volume", drainSolution.AvailableVolume))
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: Loc.GetString("drain-component-examine-hint-full");
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args.PushMarkup(text);
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}
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private void OnInteract(Entity<DrainComponent> entity, ref AfterInteractUsingEvent args)
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{
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if (!args.CanReach || args.Target == null ||
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!_tagSystem.HasTag(args.Used, DrainComponent.PlungerTag) ||
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!_solutionContainerSystem.ResolveSolution(args.Target.Value, DrainComponent.SolutionName, ref entity.Comp.Solution, out var drainSolution))
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{
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return;
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}
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if (drainSolution.AvailableVolume > 0)
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{
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_popupSystem.PopupEntity(Loc.GetString("drain-component-unclog-notapplicable", ("object", args.Target.Value)), args.Target.Value);
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return;
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}
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_audioSystem.PlayPvs(entity.Comp.PlungerSound, entity);
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var doAfterArgs = new DoAfterArgs(EntityManager, args.User, entity.Comp.UnclogDuration, new DrainDoAfterEvent(), entity, args.Target, args.Used)
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{
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BreakOnDamage = true,
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BreakOnMove = true,
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BreakOnHandChange = true
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};
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_doAfterSystem.TryStartDoAfter(doAfterArgs);
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}
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private void OnDoAfter(Entity<DrainComponent> entity, ref DrainDoAfterEvent args)
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{
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if (args.Target == null)
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return;
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if (!_random.Prob(entity.Comp.UnclogProbability))
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{
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_popupSystem.PopupEntity(Loc.GetString("drain-component-unclog-fail", ("object", args.Target.Value)), args.Target.Value);
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return;
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}
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if (!_solutionContainerSystem.ResolveSolution(args.Target.Value, DrainComponent.SolutionName, ref entity.Comp.Solution))
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{
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return;
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}
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_solutionContainerSystem.RemoveAllSolution(entity.Comp.Solution.Value);
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_audioSystem.PlayPvs(entity.Comp.UnclogSound, args.Target.Value);
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_popupSystem.PopupEntity(Loc.GetString("drain-component-unclog-success", ("object", args.Target.Value)), args.Target.Value);
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}
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}
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