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using System.Linq;
using Content.Shared._Funkystation.Fluids;
using Content.Shared.Administration.Logs;
using Content.Shared.Chemistry;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.EntitySystems;
using Content.Shared.Chemistry.Reaction;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.DoAfter;
using Content.Shared.Examine;
using Content.Shared.FixedPoint;
using Content.Shared.Fluids.Components;
using Content.Shared.Friction;
using Content.Shared.Gravity;
using Content.Shared.Inventory;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Events;
using Content.Shared.Movement.Systems;
using Content.Shared.Nutrition.EntitySystems;
using Content.Shared.Popups;
using Content.Shared.Slippery;
using Content.Shared.Standing;
using Content.Shared.StepTrigger.Components;
using Content.Shared.StepTrigger.Systems;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
using Robust.Shared.Map;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Events;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Shared.Fluids;
public abstract partial class SharedPuddleSystem : EntitySystem
{
[Dependency] private IGameTiming _timing = default!;
[Dependency] private IPrototypeManager _prototypeManager = default!;
[Dependency] protected ISharedAdminLogManager AdminLogger = default!;
[Dependency] protected OpenableSystem Openable = default!;
[Dependency] protected ReactiveSystem Reactive = default!;
[Dependency] private SharedAppearanceSystem _appearance = default!;
[Dependency] protected SharedAudioSystem Audio = default!;
[Dependency] private SharedDoAfterSystem _doAfterSystem = default!;
[Dependency] protected SharedPopupSystem Popups = default!;
[Dependency] private SharedSolutionContainerSystem _solutionContainerSystem = default!;
[Dependency] private SpeedModifierContactsSystem _speedModContacts = default!;
[Dependency] private StepTriggerSystem _stepTrigger = default!;
[Dependency] private TileFrictionController _tile = default!;
[Dependency] private InventorySystem _inventory = default!; // Funky - Clothing stains
[Dependency] private StandingStateSystem _standing = default!; // Moff - Clothing stains
[Dependency] private SharedGravitySystem _gravity = default!; // Moff - Clothing Stains
[Dependency] private EntityQuery<StepTriggerComponent> _stepTriggerQuery = default!;
[Dependency] private EntityQuery<ReactiveComponent> _reactiveQuery = default!;
[Dependency] private EntityQuery<EvaporationComponent> _evaporationQuery = default!;
private ProtoId<ReagentPrototype>[] _standoutReagents = [];
/// <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;
// Using local deletion queue instead of the standard queue so that we can easily "undelete" if a puddle
// loses & then gains reagents in a single tick.
private HashSet<EntityUid> _deletionQueue = [];
public override void Initialize()
{
base.Initialize();
// Shouldn't need re-anchoring.
SubscribeLocalEvent<PuddleComponent, AnchorStateChangedEvent>(OnAnchorChanged);
SubscribeLocalEvent<PuddleComponent, SolutionChangedEvent>(OnSolutionUpdate);
SubscribeLocalEvent<PuddleComponent, GetFootstepSoundEvent>(OnGetFootstepSound);
SubscribeLocalEvent<PuddleComponent, ExaminedEvent>(HandlePuddleExamined);
SubscribeLocalEvent<PuddleComponent, EntRemovedFromContainerMessage>(OnEntRemoved);
SubscribeLocalEvent<EvaporationComponent, MapInitEvent>(OnEvaporationMapInit);
SubscribeLocalEvent<PrototypesReloadedEventArgs>(OnPrototypesReloaded);
_stepTriggerQuery = GetEntityQuery<StepTriggerComponent>();
_reactiveQuery = GetEntityQuery<ReactiveComponent>();
_evaporationQuery = GetEntityQuery<EvaporationComponent>();
CacheStandsout();
InitializeSpillable();
}
public override void Update(float frameTime)
{
base.Update(frameTime);
foreach (var ent in _deletionQueue)
{
// It's possible to have items in the queue that are already being deleted but threw a
// SolutionContainerChangedEvent as a part of their shutdown, like during a round restart.
if (!TerminatingOrDeleted(ent))
PredictedDel(ent);
}
_deletionQueue.Clear();
TickEvaporation();
}
// Moff start - we basically rewrote this function compared to what funky has
// Using startcollide rather than onstep, since the onstep is messed with by slippable... its bleak
[SubscribeLocalEvent]
private void OnStepInPuddle(Entity<PuddleComponent> ent, ref StartCollideEvent args)
{
// The thing stepping in the puddle. Because I keep forgetting which is which
var stepper = args.OtherEntity;
if (!_solutionContainerSystem.ResolveSolution(ent.Owner, ent.Comp.SolutionName, ref ent.Comp.Solution, out var solution))
return;
if (solution.Volume <= FixedPoint2.Zero)
return;
// Check if its in air... because... if you're not on the ground you don't get spilled on
if (TryComp<PhysicsComponent>(stepper, out var physicsComp)
&& (physicsComp.BodyStatus == BodyStatus.InAir || _gravity.IsWeightless(stepper)))
return;
// Choose le target...
// if standing and have shoes, just get it on their shoes
EntityUid target;
if (_standing.IsDown(stepper)) // on the ground, spill it on them in general
target = stepper;
else if (_inventory.TryGetSlotEntity(stepper, "shoes", out var shoes) && shoes is { } shoeUid)
target = shoeUid;
else
return;
var spilledEvent = new SpilledOnEvent(ent.Owner, solution);
RaiseLocalEvent(target, spilledEvent);
}
// Moff end
private void OnPrototypesReloaded(PrototypesReloadedEventArgs ev)
{
if (ev.WasModified<ReagentPrototype>())
CacheStandsout();
}
/// <summary>
/// Used to cache standout reagents for future use.
/// </summary>
private void CacheStandsout()
{
_standoutReagents = [.. _prototypeManager.EnumeratePrototypes<ReagentPrototype>().Where(x => x.Standsout).Select(x => x.ID)];
}
private void OnSolutionUpdate(Entity<PuddleComponent> entity, ref SolutionChangedEvent args)
{
// The changes are already networked as part of the same game state.
if (_timing.ApplyingState)
return;
if (args.Solution.Comp.Id != entity.Comp.SolutionName)
return;
if (args.Solution.Comp.Solution.Volume <= 0)
{
_deletionQueue.Add(entity);
return;
}
_deletionQueue.Remove(entity);
UpdateSlip((entity, entity.Comp), args.Solution.Comp.Solution);
UpdateSlow(entity, args.Solution.Comp.Solution);
UpdateEvaporation(entity, args.Solution.Comp.Solution);
UpdateAppearance((entity, entity.Comp));
}
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 (_stepTriggerQuery.TryComp(entity, out var slippery) && slippery.Active)
{
args.PushMarkup(Loc.GetString("puddle-component-examine-is-slippery-text"));
}
if (_evaporationQuery.HasComp(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"));
}
}
private void OnAnchorChanged(Entity<PuddleComponent> entity, ref AnchorStateChangedEvent args)
{
if (!args.Anchored)
PredictedQueueDel(entity.Owner);
}
// 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,
solution.GetColorWithOnly(_prototypeManager, standout), // Blimpuf edit
interpolateValue);
}
}
_appearance.SetData(ent, PuddleVisuals.CurrentVolume, volume.Float(), appearance);
_appearance.SetData(ent, PuddleVisuals.SolutionColor, color, appearance);
}
private void UpdateSlip(Entity<PuddleComponent> entity, Solution solution)
{
if (!_stepTriggerQuery.TryComp(entity, out var comp))
return;
// Ensure we actually have the component
EnsureComp<TileFrictionModifierComponent>(entity);
EnsureComp<SlipperyComponent>(entity, out var slipComp);
// This is the base amount of reagent needed before a puddle can be considered slippery. Is defined based on
// the sprite threshold for a puddle larger than 5 pixels.
var smallPuddleThreshold = FixedPoint2.New(entity.Comp.OverflowVolume.Float() * LowThreshold);
// Stores how many units of slippery reagents a puddle has
var slipperyUnits = FixedPoint2.Zero;
// Stores how many units of super slippery reagents a puddle has
var superSlipperyUnits = FixedPoint2.Zero;
// These three values will be averaged later and all start at zero so the calculations work
// A cumulative weighted amount of minimum speed to slip values
var puddleFriction = FixedPoint2.Zero;
// A cumulative weighted amount of minimum speed to slip values
var slipStepTrigger = FixedPoint2.Zero;
// A cumulative weighted amount of launch multipliers from slippery reagents
var launchMult = FixedPoint2.Zero;
// A cumulative weighted amount of stun times from slippery reagents
var stunTimer = TimeSpan.Zero;
// A cumulative weighted amount of knockdown times from slippery reagents
var knockdownTimer = TimeSpan.Zero;
// Check if the puddle is big enough to slip in to avoid doing unnecessary logic
if (solution.Volume <= smallPuddleThreshold)
{
_stepTrigger.SetActive(entity, false, comp);
_tile.SetModifier(entity, 1f);
slipComp.SlipData.SlipFriction = 1f;
slipComp.AffectsSliding = false;
Dirty(entity, slipComp);
return;
}
slipComp.AffectsSliding = true;
foreach (var (reagent, quantity) in solution.Contents)
{
var reagentProto = _prototypeManager.Index<ReagentPrototype>(reagent.Prototype);
// Calculate the minimum speed needed to slip in the puddle. Average the overall slip thresholds for all reagents
var deltaSlipTrigger = reagentProto.SlipData?.RequiredSlipSpeed ?? entity.Comp.DefaultSlippery;
slipStepTrigger += quantity * deltaSlipTrigger;
// Aggregate Friction based on quantity
puddleFriction += reagentProto.Friction * quantity;
if (reagentProto.SlipData == null)
continue;
slipperyUnits += quantity;
// Aggregate launch speed based on quantity
launchMult += reagentProto.SlipData.LaunchForwardsMultiplier * quantity;
// Aggregate stun times based on quantity
stunTimer += reagentProto.SlipData.StunTime * (float)quantity;
knockdownTimer += reagentProto.SlipData.KnockdownTime * (float)quantity;
if (reagentProto.SlipData.SuperSlippery)
superSlipperyUnits += quantity;
}
// Turn on the step trigger if it's slippery
_stepTrigger.SetActive(entity, slipperyUnits > smallPuddleThreshold, comp);
// This is based of the total volume and not just the slippery volume because there is a default
// slippery for all reagents even if they aren't technically slippery.
slipComp.SlipData.RequiredSlipSpeed = (float)(slipStepTrigger / solution.Volume);
_stepTrigger.SetRequiredTriggerSpeed(entity, slipComp.SlipData.RequiredSlipSpeed);
// Divide these both by only total amount of slippery reagents.
// A puddle with 10 units of lube vs a puddle with 10 of lube and 20 catchup should stun and launch forward the same amount.
if (slipperyUnits > 0)
{
slipComp.SlipData.LaunchForwardsMultiplier = (float)(launchMult/slipperyUnits);
slipComp.SlipData.StunTime = (stunTimer/(float)slipperyUnits);
slipComp.SlipData.KnockdownTime = (knockdownTimer/(float)slipperyUnits);
}
// Only make it super slippery if there is enough super slippery units for its own puddle
slipComp.SlipData.SuperSlippery = superSlipperyUnits >= smallPuddleThreshold;
// Lower tile friction based on how slippery it is, lets items slide across a puddle of lube
slipComp.SlipData.SlipFriction = (float)(puddleFriction/solution.Volume);
_tile.SetModifier(entity, slipComp.SlipData.SlipFriction);
Dirty(entity, slipComp);
}
private void UpdateSlow(EntityUid uid, Solution solution)
{
var maxViscosity = 0f;
foreach (var (reagent, _) in solution.Contents)
{
var reagentProto = _prototypeManager.Index<ReagentPrototype>(reagent.Prototype);
maxViscosity = Math.Max(maxViscosity, reagentProto.Viscosity);
}
if (maxViscosity > 0)
{
var comp = EnsureComp<SpeedModifierContactsComponent>(uid);
var speed = 1 - maxViscosity;
_speedModContacts.ChangeSpeedModifiers(uid, speed, comp);
}
else
{
RemComp<SpeedModifierContactsComponent>(uid);
}
}
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
/// <inheritdoc cref="TrySplashSpillAt(EntityUid,EntityCoordinates,Solution,out EntityUid,bool,EntityUid?)"/>
public abstract bool TrySplashSpillAt(Entity<SpillableComponent?> entity,
EntityCoordinates coordinates,
out EntityUid puddleUid,
out Solution spilled,
bool sound = true,
EntityUid? user = null);
// 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 entity,
EntityCoordinates coordinates,
Solution spilled,
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);
/// <inheritdoc cref="TrySpillAt(EntityCoordinates, Solution, out EntityUid, bool)"/>
public abstract bool TrySpillAt(EntityUid uid, Solution solution, out EntityUid puddleUid, bool sound = true,
TransformComponent? transformComponent = null);
/// <inheritdoc cref="TrySpillAt(EntityCoordinates, Solution, out EntityUid, bool)"/>
public abstract bool TrySpillAt(TileRef tileRef, Solution solution, out EntityUid puddleUid, bool sound = true,
bool tileReact = true);
#endregion Spill
}