Make chemistry machines and IdCardConsole use item slots (#5428)

* chemistry item slots

* item slots id card console
This commit is contained in:
Leon Friedrich
2021-11-24 20:03:07 +13:00
committed by GitHub
parent 355625bded
commit 3b29ffdfa0
26 changed files with 371 additions and 560 deletions

View File

@@ -9,6 +9,7 @@ using Content.Server.Power.Components;
using Content.Server.UserInterface;
using Content.Shared.ActionBlocker;
using Content.Shared.Chemistry.Components;
using Content.Shared.Containers.ItemSlots;
using Content.Shared.FixedPoint;
using Content.Shared.Interaction;
using Content.Shared.Popups;
@@ -33,15 +34,9 @@ namespace Content.Server.Chemistry.Components
/// </summary>
[RegisterComponent]
[ComponentReference(typeof(IActivate))]
[ComponentReference(typeof(IInteractUsing))]
public class ChemMasterComponent : SharedChemMasterComponent, IActivate, IInteractUsing
[ComponentReference(typeof(SharedChemMasterComponent))]
public class ChemMasterComponent : SharedChemMasterComponent, IActivate
{
[ViewVariables]
public ContainerSlot BeakerContainer = default!;
[ViewVariables]
public bool HasBeaker => BeakerContainer.ContainedEntity != null;
[ViewVariables]
private bool _bufferModeTransfer = true;
@@ -73,13 +68,7 @@ namespace Content.Server.Chemistry.Components
UserInterface.OnReceiveMessage += OnUiReceiveMessage;
}
// Name relied upon by construction graph machine.yml to ensure beaker doesn't get deleted
BeakerContainer =
ContainerHelpers.EnsureContainer<ContainerSlot>(Owner, $"{Name}-reagentContainerContainer");
_bufferSolution = EntitySystem.Get<SolutionContainerSystem>().EnsureSolution(Owner.Uid, SolutionName);
UpdateUserInterface();
}
[Obsolete("Component Messages are deprecated, use Entity Events instead.")]
@@ -126,7 +115,7 @@ namespace Content.Server.Chemistry.Components
switch (msg.action)
{
case UiAction.Eject:
TryEject(obj.Session.AttachedEntity);
EntitySystem.Get<ItemSlotsSystem>().TryEjectToHands(OwnerUid, BeakerSlot, obj.Session.AttachedEntityUid);
break;
case UiAction.ChemButton:
TransferReagent(msg.id, msg.amount, msg.isBuffer);
@@ -180,7 +169,7 @@ namespace Content.Server.Chemistry.Components
/// <returns>Returns a <see cref="SharedChemMasterComponent.ChemMasterBoundUserInterfaceState"/></returns>
private ChemMasterBoundUserInterfaceState GetUserInterfaceState()
{
var beaker = BeakerContainer.ContainedEntity;
var beaker = BeakerSlot.Item;
if (beaker is null || !beaker.TryGetComponent(out FitsInDispenserComponent? fits) ||
!EntitySystem.Get<SolutionContainerSystem>().TryGetSolution(beaker.Uid, fits.Solution, out var beakerSolution))
{
@@ -201,34 +190,10 @@ namespace Content.Server.Chemistry.Components
UserInterface?.SetState(state);
}
/// <summary>
/// If this component contains an entity with a <see cref="Solution"/>, eject it.
/// Tries to eject into user's hands first, then ejects onto chem master if both hands are full.
/// </summary>
public void TryEject(IEntity user)
{
if (!HasBeaker)
return;
var beaker = BeakerContainer.ContainedEntity;
if (beaker is null)
return;
BeakerContainer.Remove(beaker);
UpdateUserInterface();
if (!user.TryGetComponent<HandsComponent>(out var hands) ||
!beaker.TryGetComponent<ItemComponent>(out var item))
return;
if (hands.CanPutInHand(item))
hands.PutInHand(item);
}
private void TransferReagent(string id, FixedPoint2 amount, bool isBuffer)
{
if (!HasBeaker && _bufferModeTransfer) return;
var beaker = BeakerContainer.ContainedEntity;
if (!BeakerSlot.HasItem && _bufferModeTransfer) return;
var beaker = BeakerSlot.Item;
if (beaker is null || !beaker.TryGetComponent(out FitsInDispenserComponent? fits) ||
!EntitySystem.Get<SolutionContainerSystem>().TryGetSolution(beaker.Uid, fits.Solution, out var beakerSolution))
@@ -390,61 +355,6 @@ namespace Content.Server.Chemistry.Components
}
}
/// <summary>
/// Called when you click the owner entity with something in your active hand. If the entity in your hand
/// contains a <see cref="Solution"/>, if you have hands, and if the chem master doesn't already
/// hold a container, it will be added to the chem master.
/// </summary>
/// <param name="args">Data relevant to the event such as the actor which triggered it.</param>
/// <returns></returns>
async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs args)
{
if (!args.User.TryGetComponent(out HandsComponent? hands))
{
Owner.PopupMessage(args.User, Loc.GetString("chem-master-component-interact-using-no-hands"));
return true;
}
if (hands.GetActiveHand == null)
{
Owner.PopupMessage(args.User, Loc.GetString("chem-master-component-interact-using-nothing-in-hands"));
return false;
}
var activeHandEntity = hands.GetActiveHand.Owner;
if (activeHandEntity.HasComponent<SolutionContainerManagerComponent>())
{
if (HasBeaker)
{
Owner.PopupMessage(args.User, Loc.GetString("chem-master-component-has-beaker-already-message"));
}
else if (!activeHandEntity.HasComponent<FitsInDispenserComponent>())
{
//If it can't fit in the chem master, don't put it in. For example, buckets and mop buckets can't fit.
Owner.PopupMessage(args.User,
Loc.GetString("chem-master-component-container-too-large-message",
("container", activeHandEntity)));
}
else
{
BeakerContainer.Insert(activeHandEntity);
UpdateUserInterface();
}
}
else
{
Owner.PopupMessage(args.User,
Loc.GetString("chem-master-component-cannot-put-entity-message", ("entity", activeHandEntity)));
// TBD: This is very definitely hax so that Construction & Wires get a chance to handle things.
// When this is ECS'd, drop this in favour of proper prioritization.
// Since this is a catch-all handler, that means do this last!
// Also note ReagentDispenserComponent did something similar before I got here.
return false;
}
return true;
}
private void ClickSound()
{
SoundSystem.Play(Filter.Pvs(Owner), _clickSound.GetSound(), Owner, AudioParams.Default.WithVolume(-2f));