Predict Injector (syringes), cleanup (#25235)

At least the mode/transfer amount logic. Actual transfer logic needs Bloodstream which I didn't wanna move into shared.
This commit is contained in:
Pieter-Jan Briers
2024-02-15 00:05:01 +01:00
committed by GitHub
parent d0c24f9aff
commit 6d8be538c9
11 changed files with 613 additions and 642 deletions

View File

@@ -1,21 +0,0 @@
using Content.Shared.Chemistry.Components;
using Content.Shared.FixedPoint;
namespace Content.Client.Chemistry.Components
{
/// <summary>
/// Client behavior for injectors & syringes. Used for item status on injectors
/// </summary>
[RegisterComponent]
public sealed partial class InjectorComponent : SharedInjectorComponent
{
[ViewVariables]
public FixedPoint2 CurrentVolume;
[ViewVariables]
public FixedPoint2 TotalVolume;
[ViewVariables]
public InjectorToggleMode CurrentMode;
[ViewVariables(VVAccess.ReadWrite)]
public bool UiUpdateNeeded;
}
}

View File

@@ -2,34 +2,21 @@ using Content.Client.Chemistry.Components;
using Content.Client.Chemistry.UI;
using Content.Client.Items;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.EntitySystems;
using Robust.Shared.GameStates;
namespace Content.Client.Chemistry.EntitySystems;
public sealed class InjectorSystem : EntitySystem
public sealed class InjectorSystem : SharedInjectorSystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<InjectorComponent, ComponentHandleState>(OnHandleInjectorState);
Subs.ItemStatus<InjectorComponent>(ent => new InjectorStatusControl(ent));
Subs.ItemStatus<InjectorComponent>(ent => new InjectorStatusControl(ent, SolutionContainers));
SubscribeLocalEvent<HyposprayComponent, ComponentHandleState>(OnHandleHyposprayState);
Subs.ItemStatus<HyposprayComponent>(ent => new HyposprayStatusControl(ent));
}
private void OnHandleInjectorState(EntityUid uid, InjectorComponent component, ref ComponentHandleState args)
{
if (args.Current is not SharedInjectorComponent.InjectorComponentState state)
{
return;
}
component.CurrentVolume = state.CurrentVolume;
component.TotalVolume = state.TotalVolume;
component.CurrentMode = state.CurrentMode;
component.UiUpdateNeeded = true;
}
private void OnHandleHyposprayState(EntityUid uid, HyposprayComponent component, ref ComponentHandleState args)
{
if (args.Current is not HyposprayComponentState cState)

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@@ -1,7 +1,7 @@
using Content.Client.Chemistry.Components;
using Content.Client.Message;
using Content.Client.Stylesheets;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.EntitySystems;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Shared.Timing;
@@ -10,40 +10,37 @@ namespace Content.Client.Chemistry.UI;
public sealed class InjectorStatusControl : Control
{
private readonly InjectorComponent _parent;
private readonly Entity<InjectorComponent> _parent;
private readonly SharedSolutionContainerSystem _solutionContainers;
private readonly RichTextLabel _label;
public InjectorStatusControl(InjectorComponent parent)
public InjectorStatusControl(Entity<InjectorComponent> parent, SharedSolutionContainerSystem solutionContainers)
{
_parent = parent;
_solutionContainers = solutionContainers;
_label = new RichTextLabel { StyleClasses = { StyleNano.StyleClassItemStatus } };
AddChild(_label);
Update();
}
protected override void FrameUpdate(FrameEventArgs args)
{
base.FrameUpdate(args);
if (!_parent.UiUpdateNeeded)
if (!_solutionContainers.TryGetSolution(_parent.Owner, InjectorComponent.SolutionName, out _, out var solution))
return;
Update();
}
public void Update()
{
_parent.UiUpdateNeeded = false;
//Update current volume and injector state
var modeStringLocalized = _parent.CurrentMode switch
// Update current volume and injector state
var modeStringLocalized = Loc.GetString(_parent.Comp.ToggleState switch
{
SharedInjectorComponent.InjectorToggleMode.Draw => Loc.GetString("injector-draw-text"),
SharedInjectorComponent.InjectorToggleMode.Inject => Loc.GetString("injector-inject-text"),
_ => Loc.GetString("injector-invalid-injector-toggle-mode")
};
InjectorToggleMode.Draw => "injector-draw-text",
InjectorToggleMode.Inject => "injector-inject-text",
_ => "injector-invalid-injector-toggle-mode"
});
_label.SetMarkup(Loc.GetString("injector-volume-label",
("currentVolume", _parent.CurrentVolume),
("totalVolume", _parent.TotalVolume),
("modeString", modeStringLocalized)));
("currentVolume", solution.Volume),
("totalVolume", solution.MaxVolume),
("modeString", modeStringLocalized),
("transferVolume", _parent.Comp.TransferAmount)));
}
}

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@@ -1,83 +0,0 @@
using Content.Shared.Chemistry.Components;
using Content.Shared.FixedPoint;
namespace Content.Server.Chemistry.Components
{
/// <summary>
/// Server behavior for reagent injectors and syringes. Can optionally support both
/// injection and drawing or just injection. Can inject/draw reagents from solution
/// containers, and can directly inject into a mobs bloodstream.
/// </summary>
[RegisterComponent]
public sealed partial class InjectorComponent : SharedInjectorComponent
{
public const string SolutionName = "injector";
/// <summary>
/// Whether or not the injector is able to draw from containers or if it's a single use
/// device that can only inject.
/// </summary>
[DataField("injectOnly")]
public bool InjectOnly;
/// <summary>
/// Whether or not the injector is able to draw from or inject from mobs
/// </summary>
/// <remarks>
/// for example: droppers would ignore mobs
/// </remarks>
[DataField("ignoreMobs")]
public bool IgnoreMobs = false;
/// <summary>
/// The minimum amount of solution that can be transferred at once from this solution.
/// </summary>
[DataField("minTransferAmount")]
[ViewVariables(VVAccess.ReadWrite)]
public FixedPoint2 MinimumTransferAmount { get; set; } = FixedPoint2.New(5);
/// <summary>
/// The maximum amount of solution that can be transferred at once from this solution.
/// </summary>
[DataField("maxTransferAmount")]
[ViewVariables(VVAccess.ReadWrite)]
public FixedPoint2 MaximumTransferAmount { get; set; } = FixedPoint2.New(50);
/// <summary>
/// Amount to inject or draw on each usage. If the injector is inject only, it will
/// attempt to inject it's entire contents upon use.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("transferAmount")]
public FixedPoint2 TransferAmount = FixedPoint2.New(5);
/// <summary>
/// Injection delay (seconds) when the target is a mob.
/// </summary>
/// <remarks>
/// The base delay has a minimum of 1 second, but this will still be modified if the target is incapacitated or
/// in combat mode.
/// </remarks>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("delay")]
public float Delay = 5;
[DataField("toggleState")] private InjectorToggleMode _toggleState;
/// <summary>
/// The state of the injector. Determines it's attack behavior. Containers must have the
/// right SolutionCaps to support injection/drawing. For InjectOnly injectors this should
/// only ever be set to Inject
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public InjectorToggleMode ToggleState
{
get => _toggleState;
set
{
_toggleState = value;
Dirty();
}
}
}
}

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@@ -1,447 +0,0 @@
using Content.Server.Body.Components;
using Content.Server.Chemistry.Components;
using Content.Server.Chemistry.Containers.EntitySystems;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.Components.SolutionManager;
using Content.Shared.Chemistry.EntitySystems;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Database;
using Content.Shared.DoAfter;
using Content.Shared.FixedPoint;
using Content.Shared.Forensics;
using Content.Shared.IdentityManagement;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Events;
using Content.Shared.Mobs.Components;
using Content.Shared.Stacks;
using Content.Shared.Verbs;
using Robust.Shared.GameStates;
using Robust.Shared.Player;
namespace Content.Server.Chemistry.EntitySystems;
public sealed partial class ChemistrySystem
{
/// <summary>
/// Default transfer amounts for the set-transfer verb.
/// </summary>
public static readonly List<int> TransferAmounts = new() { 1, 5, 10, 15 };
private void InitializeInjector()
{
SubscribeLocalEvent<InjectorComponent, GetVerbsEvent<AlternativeVerb>>(AddSetTransferVerbs);
SubscribeLocalEvent<InjectorComponent, SolutionContainerChangedEvent>(OnSolutionChange);
SubscribeLocalEvent<InjectorComponent, InjectorDoAfterEvent>(OnInjectDoAfter);
SubscribeLocalEvent<InjectorComponent, ComponentStartup>(OnInjectorStartup);
SubscribeLocalEvent<InjectorComponent, UseInHandEvent>(OnInjectorUse);
SubscribeLocalEvent<InjectorComponent, AfterInteractEvent>(OnInjectorAfterInteract);
SubscribeLocalEvent<InjectorComponent, ComponentGetState>(OnInjectorGetState);
}
private void AddSetTransferVerbs(Entity<InjectorComponent> entity, ref GetVerbsEvent<AlternativeVerb> args)
{
if (!args.CanAccess || !args.CanInteract || args.Hands == null)
return;
if (!EntityManager.TryGetComponent(args.User, out ActorComponent? actor))
return;
var (uid, component) = entity;
// Add specific transfer verbs according to the container's size
var priority = 0;
var user = args.User;
foreach (var amount in TransferAmounts)
{
if (amount < component.MinimumTransferAmount.Int() || amount > component.MaximumTransferAmount.Int())
continue;
AlternativeVerb verb = new();
verb.Text = Loc.GetString("comp-solution-transfer-verb-amount", ("amount", amount));
verb.Category = VerbCategory.SetTransferAmount;
verb.Act = () =>
{
component.TransferAmount = FixedPoint2.New(amount);
_popup.PopupEntity(Loc.GetString("comp-solution-transfer-set-amount", ("amount", amount)), user, user);
};
// we want to sort by size, not alphabetically by the verb text.
verb.Priority = priority;
priority--;
args.Verbs.Add(verb);
}
}
private void UseInjector(Entity<InjectorComponent> injector, EntityUid target, EntityUid user)
{
// Handle injecting/drawing for solutions
if (injector.Comp.ToggleState == SharedInjectorComponent.InjectorToggleMode.Inject)
{
if (_solutionContainers.TryGetInjectableSolution(target, out var injectableSolution, out _))
{
TryInject(injector, target, injectableSolution.Value, user, false);
}
else if (_solutionContainers.TryGetRefillableSolution(target, out var refillableSolution, out _))
{
TryInject(injector, target, refillableSolution.Value, user, true);
}
else if (TryComp<BloodstreamComponent>(target, out var bloodstream))
{
TryInjectIntoBloodstream(injector, (target, bloodstream), user);
}
else
{
_popup.PopupEntity(Loc.GetString("injector-component-cannot-transfer-message",
("target", Identity.Entity(target, EntityManager))), injector, user);
}
}
else if (injector.Comp.ToggleState == SharedInjectorComponent.InjectorToggleMode.Draw)
{
// Draw from a bloodstream, if the target has that
if (TryComp<BloodstreamComponent>(target, out var stream) &&
_solutionContainers.ResolveSolution(target, stream.BloodSolutionName, ref stream.BloodSolution))
{
TryDraw(injector, (target, stream), stream.BloodSolution.Value, user);
return;
}
// Draw from an object (food, beaker, etc)
if (_solutionContainers.TryGetDrawableSolution(target, out var drawableSolution, out _))
{
TryDraw(injector, target, drawableSolution.Value, user);
}
else
{
_popup.PopupEntity(Loc.GetString("injector-component-cannot-draw-message",
("target", Identity.Entity(target, EntityManager))), injector.Owner, user);
}
}
}
private void OnSolutionChange(Entity<InjectorComponent> entity, ref SolutionContainerChangedEvent args)
{
Dirty(entity);
}
private void OnInjectorGetState(Entity<InjectorComponent> entity, ref ComponentGetState args)
{
_solutionContainers.TryGetSolution(entity.Owner, InjectorComponent.SolutionName, out _, out var solution);
var currentVolume = solution?.Volume ?? FixedPoint2.Zero;
var maxVolume = solution?.MaxVolume ?? FixedPoint2.Zero;
args.State = new SharedInjectorComponent.InjectorComponentState(currentVolume, maxVolume, entity.Comp.ToggleState);
}
private void OnInjectDoAfter(Entity<InjectorComponent> entity, ref InjectorDoAfterEvent args)
{
if (args.Cancelled || args.Handled || args.Args.Target == null)
return;
UseInjector(entity, args.Args.Target.Value, args.Args.User);
args.Handled = true;
}
private void OnInjectorAfterInteract(Entity<InjectorComponent> entity, ref AfterInteractEvent args)
{
if (args.Handled || !args.CanReach)
return;
//Make sure we have the attacking entity
if (args.Target is not { Valid: true } target || !HasComp<SolutionContainerManagerComponent>(entity))
return;
// Is the target a mob? If yes, use a do-after to give them time to respond.
if (HasComp<MobStateComponent>(target) || HasComp<BloodstreamComponent>(target))
{
// Are use using an injector capible of targeting a mob?
if (entity.Comp.IgnoreMobs)
return;
InjectDoAfter(entity, target, args.User);
args.Handled = true;
return;
}
UseInjector(entity, target, args.User);
args.Handled = true;
}
private void OnInjectorStartup(Entity<InjectorComponent> entity, ref ComponentStartup args)
{
// ???? why ?????
Dirty(entity);
}
private void OnInjectorUse(Entity<InjectorComponent> entity, ref UseInHandEvent args)
{
if (args.Handled)
return;
Toggle(entity, args.User);
args.Handled = true;
}
/// <summary>
/// Toggle between draw/inject state if applicable
/// </summary>
private void Toggle(Entity<InjectorComponent> injector, EntityUid user)
{
if (injector.Comp.InjectOnly)
{
return;
}
string msg;
switch (injector.Comp.ToggleState)
{
case SharedInjectorComponent.InjectorToggleMode.Inject:
injector.Comp.ToggleState = SharedInjectorComponent.InjectorToggleMode.Draw;
msg = "injector-component-drawing-text";
break;
case SharedInjectorComponent.InjectorToggleMode.Draw:
injector.Comp.ToggleState = SharedInjectorComponent.InjectorToggleMode.Inject;
msg = "injector-component-injecting-text";
break;
default:
throw new ArgumentOutOfRangeException();
}
_popup.PopupEntity(Loc.GetString(msg), injector, user);
}
/// <summary>
/// Send informative pop-up messages and wait for a do-after to complete.
/// </summary>
private void InjectDoAfter(Entity<InjectorComponent> injector, EntityUid target, EntityUid user)
{
// Create a pop-up for the user
_popup.PopupEntity(Loc.GetString("injector-component-injecting-user"), target, user);
if (!_solutionContainers.TryGetSolution(injector.Owner, InjectorComponent.SolutionName, out _, out var solution))
return;
var actualDelay = MathF.Max(injector.Comp.Delay, 1f);
// Injections take 0.5 seconds longer per additional 5u
actualDelay += (float) injector.Comp.TransferAmount / injector.Comp.Delay - 0.5f;
var isTarget = user != target;
if (isTarget)
{
// Create a pop-up for the target
var userName = Identity.Entity(user, EntityManager);
_popup.PopupEntity(Loc.GetString("injector-component-injecting-target",
("user", userName)), user, target);
// Check if the target is incapacitated or in combat mode and modify time accordingly.
if (_mobState.IsIncapacitated(target))
{
actualDelay /= 2.5f;
}
else if (_combat.IsInCombatMode(target))
{
// Slightly increase the delay when the target is in combat mode. Helps prevents cheese injections in
// combat with fast syringes & lag.
actualDelay += 1;
}
// Add an admin log, using the "force feed" log type. It's not quite feeding, but the effect is the same.
if (injector.Comp.ToggleState == SharedInjectorComponent.InjectorToggleMode.Inject)
{
_adminLogger.Add(LogType.ForceFeed,
$"{EntityManager.ToPrettyString(user):user} is attempting to inject {EntityManager.ToPrettyString(target):target} with a solution {SolutionContainerSystem.ToPrettyString(solution):solution}");
}
else
{
_adminLogger.Add(LogType.ForceFeed,
$"{EntityManager.ToPrettyString(user):user} is attempting to draw {injector.Comp.TransferAmount.ToString()} units from {EntityManager.ToPrettyString(target):target}");
}
}
else
{
// Self-injections take half as long.
actualDelay /= 2;
if (injector.Comp.ToggleState == SharedInjectorComponent.InjectorToggleMode.Inject)
{
_adminLogger.Add(LogType.Ingestion,
$"{EntityManager.ToPrettyString(user):user} is attempting to inject themselves with a solution {SolutionContainerSystem.ToPrettyString(solution):solution}.");
}
else
{
_adminLogger.Add(LogType.ForceFeed,
$"{EntityManager.ToPrettyString(user):user} is attempting to draw {injector.Comp.TransferAmount.ToString()} units from themselves.");
}
}
_doAfter.TryStartDoAfter(new DoAfterArgs(EntityManager, user, actualDelay, new InjectorDoAfterEvent(), injector.Owner, target: target, used: injector.Owner)
{
BreakOnUserMove = true,
BreakOnDamage = true,
BreakOnTargetMove = true,
MovementThreshold = 0.1f,
});
}
private void TryInjectIntoBloodstream(Entity<InjectorComponent> injector, Entity<BloodstreamComponent> target, EntityUid user)
{
// Get transfer amount. May be smaller than _transferAmount if not enough room
if (!_solutionContainers.ResolveSolution(target.Owner, target.Comp.ChemicalSolutionName, ref target.Comp.ChemicalSolution, out var chemSolution))
{
_popup.PopupEntity(Loc.GetString("injector-component-cannot-inject-message", ("target", Identity.Entity(target, EntityManager))), injector.Owner, user);
return;
}
var realTransferAmount = FixedPoint2.Min(injector.Comp.TransferAmount, chemSolution.AvailableVolume);
if (realTransferAmount <= 0)
{
_popup.PopupEntity(Loc.GetString("injector-component-cannot-inject-message", ("target", Identity.Entity(target, EntityManager))), injector.Owner, user);
return;
}
// Move units from attackSolution to targetSolution
var removedSolution = _solutionContainers.SplitSolution(target.Comp.ChemicalSolution.Value, realTransferAmount);
_blood.TryAddToChemicals(target, removedSolution, target.Comp);
_reactiveSystem.DoEntityReaction(target, removedSolution, ReactionMethod.Injection);
_popup.PopupEntity(Loc.GetString("injector-component-inject-success-message",
("amount", removedSolution.Volume),
("target", Identity.Entity(target, EntityManager))), injector.Owner, user);
Dirty(injector);
AfterInject(injector, target);
}
private void TryInject(Entity<InjectorComponent> injector, EntityUid targetEntity, Entity<SolutionComponent> targetSolution, EntityUid user, bool asRefill)
{
if (!_solutionContainers.TryGetSolution(injector.Owner, InjectorComponent.SolutionName, out var soln, out var solution) || solution.Volume == 0)
return;
// Get transfer amount. May be smaller than _transferAmount if not enough room
var realTransferAmount = FixedPoint2.Min(injector.Comp.TransferAmount, targetSolution.Comp.Solution.AvailableVolume);
if (realTransferAmount <= 0)
{
_popup.PopupEntity(Loc.GetString("injector-component-target-already-full-message", ("target", Identity.Entity(targetEntity, EntityManager))),
injector.Owner, user);
return;
}
// Move units from attackSolution to targetSolution
Solution removedSolution;
if (TryComp<StackComponent>(targetEntity, out var stack))
removedSolution = _solutionContainers.SplitStackSolution(soln.Value, realTransferAmount, stack.Count);
else
removedSolution = _solutionContainers.SplitSolution(soln.Value, realTransferAmount);
_reactiveSystem.DoEntityReaction(targetEntity, removedSolution, ReactionMethod.Injection);
if (!asRefill)
_solutionContainers.Inject(targetEntity, targetSolution, removedSolution);
else
_solutionContainers.Refill(targetEntity, targetSolution, removedSolution);
_popup.PopupEntity(Loc.GetString("injector-component-transfer-success-message",
("amount", removedSolution.Volume),
("target", Identity.Entity(targetEntity, EntityManager))), injector.Owner, user);
Dirty(injector);
AfterInject(injector, targetEntity);
}
private void AfterInject(Entity<InjectorComponent> injector, EntityUid target)
{
// Automatically set syringe to draw after completely draining it.
if (_solutionContainers.TryGetSolution(injector.Owner, InjectorComponent.SolutionName, out _, out var solution) && solution.Volume == 0)
{
injector.Comp.ToggleState = SharedInjectorComponent.InjectorToggleMode.Draw;
}
// Leave some DNA from the injectee on it
var ev = new TransferDnaEvent { Donor = target, Recipient = injector };
RaiseLocalEvent(target, ref ev);
}
private void AfterDraw(Entity<InjectorComponent> injector, EntityUid target)
{
// Automatically set syringe to inject after completely filling it.
if (_solutionContainers.TryGetSolution(injector.Owner, InjectorComponent.SolutionName, out _, out var solution) && solution.AvailableVolume == 0)
{
injector.Comp.ToggleState = SharedInjectorComponent.InjectorToggleMode.Inject;
}
// Leave some DNA from the drawee on it
var ev = new TransferDnaEvent { Donor = target, Recipient = injector };
RaiseLocalEvent(target, ref ev);
}
private void TryDraw(Entity<InjectorComponent> injector, Entity<BloodstreamComponent?> target, Entity<SolutionComponent> targetSolution, EntityUid user)
{
if (!_solutionContainers.TryGetSolution(injector.Owner, InjectorComponent.SolutionName, out var soln, out var solution) || solution.AvailableVolume == 0)
{
return;
}
// Get transfer amount. May be smaller than _transferAmount if not enough room, also make sure there's room in the injector
var realTransferAmount = FixedPoint2.Min(injector.Comp.TransferAmount, targetSolution.Comp.Solution.Volume, solution.AvailableVolume);
if (realTransferAmount <= 0)
{
_popup.PopupEntity(Loc.GetString("injector-component-target-is-empty-message", ("target", Identity.Entity(target, EntityManager))),
injector.Owner, user);
return;
}
// We have some snowflaked behavior for streams.
if (target.Comp != null)
{
DrawFromBlood(injector, (target.Owner, target.Comp), soln.Value, realTransferAmount, user);
return;
}
// Move units from attackSolution to targetSolution
var removedSolution = _solutionContainers.Draw(target.Owner, targetSolution, realTransferAmount);
if (!_solutionContainers.TryAddSolution(soln.Value, removedSolution))
{
return;
}
_popup.PopupEntity(Loc.GetString("injector-component-draw-success-message",
("amount", removedSolution.Volume),
("target", Identity.Entity(target, EntityManager))), injector.Owner, user);
Dirty(injector);
AfterDraw(injector, target);
}
private void DrawFromBlood(Entity<InjectorComponent> injector, Entity<BloodstreamComponent> target, Entity<SolutionComponent> injectorSolution, FixedPoint2 transferAmount, EntityUid user)
{
var drawAmount = (float) transferAmount;
if (_solutionContainers.ResolveSolution(target.Owner, target.Comp.ChemicalSolutionName, ref target.Comp.ChemicalSolution))
{
var chemTemp = _solutionContainers.SplitSolution(target.Comp.ChemicalSolution.Value, drawAmount * 0.15f);
_solutionContainers.TryAddSolution(injectorSolution, chemTemp);
drawAmount -= (float) chemTemp.Volume;
}
if (_solutionContainers.ResolveSolution(target.Owner, target.Comp.BloodSolutionName, ref target.Comp.BloodSolution))
{
var bloodTemp = _solutionContainers.SplitSolution(target.Comp.BloodSolution.Value, drawAmount);
_solutionContainers.TryAddSolution(injectorSolution, bloodTemp);
}
_popup.PopupEntity(Loc.GetString("injector-component-draw-success-message",
("amount", transferAmount),
("target", Identity.Entity(target, EntityManager))), injector.Owner, user);
Dirty(injector);
AfterDraw(injector, target);
}
}

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@@ -1,12 +1,8 @@
using Content.Server.Administration.Logs;
using Content.Server.Body.Systems;
using Content.Server.Chemistry.Containers.EntitySystems;
using Content.Server.Interaction;
using Content.Server.Popups;
using Content.Shared.Chemistry;
using Content.Shared.CombatMode;
using Content.Shared.DoAfter;
using Content.Shared.Mobs.Systems;
using Robust.Shared.Audio.Systems;
namespace Content.Server.Chemistry.EntitySystems;
@@ -16,20 +12,15 @@ public sealed partial class ChemistrySystem : EntitySystem
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly IEntityManager _entMan = default!;
[Dependency] private readonly InteractionSystem _interaction = default!;
[Dependency] private readonly BloodstreamSystem _blood = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
[Dependency] private readonly PopupSystem _popup = default!;
[Dependency] private readonly ReactiveSystem _reactiveSystem = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
[Dependency] private readonly SharedCombatModeSystem _combat = default!;
[Dependency] private readonly SolutionContainerSystem _solutionContainers = default!;
public override void Initialize()
{
// Why ChemMaster duplicates reagentdispenser nobody knows.
InitializeHypospray();
InitializeInjector();
InitializeMixing();
}
}

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@@ -0,0 +1,366 @@
using Content.Server.Body.Components;
using Content.Server.Body.Systems;
using Content.Shared.Chemistry;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.Components.SolutionManager;
using Content.Shared.Chemistry.EntitySystems;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Database;
using Content.Shared.DoAfter;
using Content.Shared.FixedPoint;
using Content.Shared.Forensics;
using Content.Shared.IdentityManagement;
using Content.Shared.Interaction;
using Content.Shared.Mobs.Components;
using Content.Shared.Stacks;
namespace Content.Server.Chemistry.EntitySystems;
public sealed class InjectorSystem : SharedInjectorSystem
{
[Dependency] private readonly BloodstreamSystem _blood = default!;
[Dependency] private readonly ReactiveSystem _reactiveSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<InjectorComponent, InjectorDoAfterEvent>(OnInjectDoAfter);
SubscribeLocalEvent<InjectorComponent, AfterInteractEvent>(OnInjectorAfterInteract);
}
private void UseInjector(Entity<InjectorComponent> injector, EntityUid target, EntityUid user)
{
// Handle injecting/drawing for solutions
if (injector.Comp.ToggleState == InjectorToggleMode.Inject)
{
if (SolutionContainers.TryGetInjectableSolution(target, out var injectableSolution, out _))
{
TryInject(injector, target, injectableSolution.Value, user, false);
}
else if (SolutionContainers.TryGetRefillableSolution(target, out var refillableSolution, out _))
{
TryInject(injector, target, refillableSolution.Value, user, true);
}
else if (TryComp<BloodstreamComponent>(target, out var bloodstream))
{
TryInjectIntoBloodstream(injector, (target, bloodstream), user);
}
else
{
Popup.PopupEntity(Loc.GetString("injector-component-cannot-transfer-message",
("target", Identity.Entity(target, EntityManager))), injector, user);
}
}
else if (injector.Comp.ToggleState == InjectorToggleMode.Draw)
{
// Draw from a bloodstream, if the target has that
if (TryComp<BloodstreamComponent>(target, out var stream) &&
SolutionContainers.ResolveSolution(target, stream.BloodSolutionName, ref stream.BloodSolution))
{
TryDraw(injector, (target, stream), stream.BloodSolution.Value, user);
return;
}
// Draw from an object (food, beaker, etc)
if (SolutionContainers.TryGetDrawableSolution(target, out var drawableSolution, out _))
{
TryDraw(injector, target, drawableSolution.Value, user);
}
else
{
Popup.PopupEntity(Loc.GetString("injector-component-cannot-draw-message",
("target", Identity.Entity(target, EntityManager))), injector.Owner, user);
}
}
}
private void OnInjectDoAfter(Entity<InjectorComponent> entity, ref InjectorDoAfterEvent args)
{
if (args.Cancelled || args.Handled || args.Args.Target == null)
return;
UseInjector(entity, args.Args.Target.Value, args.Args.User);
args.Handled = true;
}
private void OnInjectorAfterInteract(Entity<InjectorComponent> entity, ref AfterInteractEvent args)
{
if (args.Handled || !args.CanReach)
return;
//Make sure we have the attacking entity
if (args.Target is not { Valid: true } target || !HasComp<SolutionContainerManagerComponent>(entity))
return;
// Is the target a mob? If yes, use a do-after to give them time to respond.
if (HasComp<MobStateComponent>(target) || HasComp<BloodstreamComponent>(target))
{
// Are use using an injector capible of targeting a mob?
if (entity.Comp.IgnoreMobs)
return;
InjectDoAfter(entity, target, args.User);
args.Handled = true;
return;
}
UseInjector(entity, target, args.User);
args.Handled = true;
}
/// <summary>
/// Send informative pop-up messages and wait for a do-after to complete.
/// </summary>
private void InjectDoAfter(Entity<InjectorComponent> injector, EntityUid target, EntityUid user)
{
// Create a pop-up for the user
Popup.PopupEntity(Loc.GetString("injector-component-injecting-user"), target, user);
if (!SolutionContainers.TryGetSolution(injector.Owner, InjectorComponent.SolutionName, out _, out var solution))
return;
var actualDelay = MathHelper.Max(injector.Comp.Delay, TimeSpan.FromSeconds(1));
// Injections take 0.5 seconds longer per additional 5u
actualDelay += TimeSpan.FromSeconds(injector.Comp.TransferAmount.Float() / injector.Comp.Delay.TotalSeconds - 0.5f);
var isTarget = user != target;
if (isTarget)
{
// Create a pop-up for the target
var userName = Identity.Entity(user, EntityManager);
Popup.PopupEntity(Loc.GetString("injector-component-injecting-target",
("user", userName)), user, target);
// Check if the target is incapacitated or in combat mode and modify time accordingly.
if (MobState.IsIncapacitated(target))
{
actualDelay /= 2.5f;
}
else if (Combat.IsInCombatMode(target))
{
// Slightly increase the delay when the target is in combat mode. Helps prevents cheese injections in
// combat with fast syringes & lag.
actualDelay += TimeSpan.FromSeconds(1);
}
// Add an admin log, using the "force feed" log type. It's not quite feeding, but the effect is the same.
if (injector.Comp.ToggleState == InjectorToggleMode.Inject)
{
AdminLogger.Add(LogType.ForceFeed,
$"{EntityManager.ToPrettyString(user):user} is attempting to inject {EntityManager.ToPrettyString(target):target} with a solution {SharedSolutionContainerSystem.ToPrettyString(solution):solution}");
}
else
{
AdminLogger.Add(LogType.ForceFeed,
$"{EntityManager.ToPrettyString(user):user} is attempting to draw {injector.Comp.TransferAmount.ToString()} units from {EntityManager.ToPrettyString(target):target}");
}
}
else
{
// Self-injections take half as long.
actualDelay /= 2;
if (injector.Comp.ToggleState == InjectorToggleMode.Inject)
{
AdminLogger.Add(LogType.Ingestion,
$"{EntityManager.ToPrettyString(user):user} is attempting to inject themselves with a solution {SharedSolutionContainerSystem.ToPrettyString(solution):solution}.");
}
else
{
AdminLogger.Add(LogType.ForceFeed,
$"{EntityManager.ToPrettyString(user):user} is attempting to draw {injector.Comp.TransferAmount.ToString()} units from themselves.");
}
}
DoAfter.TryStartDoAfter(new DoAfterArgs(EntityManager, user, actualDelay, new InjectorDoAfterEvent(), injector.Owner, target: target, used: injector.Owner)
{
BreakOnUserMove = true,
BreakOnDamage = true,
BreakOnTargetMove = true,
MovementThreshold = 0.1f,
});
}
private void TryInjectIntoBloodstream(Entity<InjectorComponent> injector, Entity<BloodstreamComponent> target,
EntityUid user)
{
// Get transfer amount. May be smaller than _transferAmount if not enough room
if (!SolutionContainers.ResolveSolution(target.Owner, target.Comp.ChemicalSolutionName,
ref target.Comp.ChemicalSolution, out var chemSolution))
{
Popup.PopupEntity(
Loc.GetString("injector-component-cannot-inject-message",
("target", Identity.Entity(target, EntityManager))), injector.Owner, user);
return;
}
var realTransferAmount = FixedPoint2.Min(injector.Comp.TransferAmount, chemSolution.AvailableVolume);
if (realTransferAmount <= 0)
{
Popup.PopupEntity(
Loc.GetString("injector-component-cannot-inject-message",
("target", Identity.Entity(target, EntityManager))), injector.Owner, user);
return;
}
// Move units from attackSolution to targetSolution
var removedSolution = SolutionContainers.SplitSolution(target.Comp.ChemicalSolution.Value, realTransferAmount);
_blood.TryAddToChemicals(target, removedSolution, target.Comp);
_reactiveSystem.DoEntityReaction(target, removedSolution, ReactionMethod.Injection);
Popup.PopupEntity(Loc.GetString("injector-component-inject-success-message",
("amount", removedSolution.Volume),
("target", Identity.Entity(target, EntityManager))), injector.Owner, user);
Dirty(injector);
AfterInject(injector, target);
}
private void TryInject(Entity<InjectorComponent> injector, EntityUid targetEntity,
Entity<SolutionComponent> targetSolution, EntityUid user, bool asRefill)
{
if (!SolutionContainers.TryGetSolution(injector.Owner, InjectorComponent.SolutionName, out var soln,
out var solution) || solution.Volume == 0)
return;
// Get transfer amount. May be smaller than _transferAmount if not enough room
var realTransferAmount =
FixedPoint2.Min(injector.Comp.TransferAmount, targetSolution.Comp.Solution.AvailableVolume);
if (realTransferAmount <= 0)
{
Popup.PopupEntity(
Loc.GetString("injector-component-target-already-full-message",
("target", Identity.Entity(targetEntity, EntityManager))),
injector.Owner, user);
return;
}
// Move units from attackSolution to targetSolution
Solution removedSolution;
if (TryComp<StackComponent>(targetEntity, out var stack))
removedSolution = SolutionContainers.SplitStackSolution(soln.Value, realTransferAmount, stack.Count);
else
removedSolution = SolutionContainers.SplitSolution(soln.Value, realTransferAmount);
_reactiveSystem.DoEntityReaction(targetEntity, removedSolution, ReactionMethod.Injection);
if (!asRefill)
SolutionContainers.Inject(targetEntity, targetSolution, removedSolution);
else
SolutionContainers.Refill(targetEntity, targetSolution, removedSolution);
Popup.PopupEntity(Loc.GetString("injector-component-transfer-success-message",
("amount", removedSolution.Volume),
("target", Identity.Entity(targetEntity, EntityManager))), injector.Owner, user);
Dirty(injector);
AfterInject(injector, targetEntity);
}
private void AfterInject(Entity<InjectorComponent> injector, EntityUid target)
{
// Automatically set syringe to draw after completely draining it.
if (SolutionContainers.TryGetSolution(injector.Owner, InjectorComponent.SolutionName, out _,
out var solution) && solution.Volume == 0)
{
SetMode(injector, InjectorToggleMode.Draw);
}
// Leave some DNA from the injectee on it
var ev = new TransferDnaEvent { Donor = target, Recipient = injector };
RaiseLocalEvent(target, ref ev);
}
private void AfterDraw(Entity<InjectorComponent> injector, EntityUid target)
{
// Automatically set syringe to inject after completely filling it.
if (SolutionContainers.TryGetSolution(injector.Owner, InjectorComponent.SolutionName, out _,
out var solution) && solution.AvailableVolume == 0)
{
SetMode(injector, InjectorToggleMode.Inject);
}
// Leave some DNA from the drawee on it
var ev = new TransferDnaEvent { Donor = target, Recipient = injector };
RaiseLocalEvent(target, ref ev);
}
private void TryDraw(Entity<InjectorComponent> injector, Entity<BloodstreamComponent?> target,
Entity<SolutionComponent> targetSolution, EntityUid user)
{
if (!SolutionContainers.TryGetSolution(injector.Owner, InjectorComponent.SolutionName, out var soln,
out var solution) || solution.AvailableVolume == 0)
{
return;
}
// Get transfer amount. May be smaller than _transferAmount if not enough room, also make sure there's room in the injector
var realTransferAmount = FixedPoint2.Min(injector.Comp.TransferAmount, targetSolution.Comp.Solution.Volume,
solution.AvailableVolume);
if (realTransferAmount <= 0)
{
Popup.PopupEntity(
Loc.GetString("injector-component-target-is-empty-message",
("target", Identity.Entity(target, EntityManager))),
injector.Owner, user);
return;
}
// We have some snowflaked behavior for streams.
if (target.Comp != null)
{
DrawFromBlood(injector, (target.Owner, target.Comp), soln.Value, realTransferAmount, user);
return;
}
// Move units from attackSolution to targetSolution
var removedSolution = SolutionContainers.Draw(target.Owner, targetSolution, realTransferAmount);
if (!SolutionContainers.TryAddSolution(soln.Value, removedSolution))
{
return;
}
Popup.PopupEntity(Loc.GetString("injector-component-draw-success-message",
("amount", removedSolution.Volume),
("target", Identity.Entity(target, EntityManager))), injector.Owner, user);
Dirty(injector);
AfterDraw(injector, target);
}
private void DrawFromBlood(Entity<InjectorComponent> injector, Entity<BloodstreamComponent> target,
Entity<SolutionComponent> injectorSolution, FixedPoint2 transferAmount, EntityUid user)
{
var drawAmount = (float) transferAmount;
if (SolutionContainers.ResolveSolution(target.Owner, target.Comp.ChemicalSolutionName,
ref target.Comp.ChemicalSolution))
{
var chemTemp = SolutionContainers.SplitSolution(target.Comp.ChemicalSolution.Value, drawAmount * 0.15f);
SolutionContainers.TryAddSolution(injectorSolution, chemTemp);
drawAmount -= (float) chemTemp.Volume;
}
if (SolutionContainers.ResolveSolution(target.Owner, target.Comp.BloodSolutionName,
ref target.Comp.BloodSolution))
{
var bloodTemp = SolutionContainers.SplitSolution(target.Comp.BloodSolution.Value, drawAmount);
SolutionContainers.TryAddSolution(injectorSolution, bloodTemp);
}
Popup.PopupEntity(Loc.GetString("injector-component-draw-success-message",
("amount", transferAmount),
("target", Identity.Entity(target, EntityManager))), injector.Owner, user);
Dirty(injector);
AfterDraw(injector, target);
}
}

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@@ -0,0 +1,104 @@
using Content.Shared.Chemistry.EntitySystems;
using Content.Shared.DoAfter;
using Content.Shared.FixedPoint;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Chemistry.Components;
[Serializable, NetSerializable]
public sealed partial class InjectorDoAfterEvent : SimpleDoAfterEvent
{
}
/// <summary>
/// Implements draw/inject behavior for droppers and syringes.
/// </summary>
/// <remarks>
/// Can optionally support both
/// injection and drawing or just injection. Can inject/draw reagents from solution
/// containers, and can directly inject into a mobs bloodstream.
/// </remarks>
/// <seealso cref="SharedInjectorSystem"/>
/// <seealso cref="InjectorToggleMode"/>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class InjectorComponent : Component
{
public const string SolutionName = "injector";
/// <summary>
/// Whether or not the injector is able to draw from containers or if it's a single use
/// device that can only inject.
/// </summary>
[DataField("injectOnly")]
public bool InjectOnly;
/// <summary>
/// Whether or not the injector is able to draw from or inject from mobs
/// </summary>
/// <remarks>
/// for example: droppers would ignore mobs
/// </remarks>
[DataField("ignoreMobs")]
public bool IgnoreMobs;
/// <summary>
/// The minimum amount of solution that can be transferred at once from this solution.
/// </summary>
[DataField("minTransferAmount")]
[ViewVariables(VVAccess.ReadWrite)]
public FixedPoint2 MinimumTransferAmount = FixedPoint2.New(5);
/// <summary>
/// The maximum amount of solution that can be transferred at once from this solution.
/// </summary>
[DataField("maxTransferAmount")]
[ViewVariables(VVAccess.ReadWrite)]
public FixedPoint2 MaximumTransferAmount = FixedPoint2.New(50);
/// <summary>
/// Amount to inject or draw on each usage. If the injector is inject only, it will
/// attempt to inject it's entire contents upon use.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("transferAmount")]
[AutoNetworkedField]
public FixedPoint2 TransferAmount = FixedPoint2.New(5);
/// <summary>
/// Injection delay (seconds) when the target is a mob.
/// </summary>
/// <remarks>
/// The base delay has a minimum of 1 second, but this will still be modified if the target is incapacitated or
/// in combat mode.
/// </remarks>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("delay")]
public TimeSpan Delay = TimeSpan.FromSeconds(5);
/// <summary>
/// The state of the injector. Determines it's attack behavior. Containers must have the
/// right SolutionCaps to support injection/drawing. For InjectOnly injectors this should
/// only ever be set to Inject
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[AutoNetworkedField]
[DataField]
public InjectorToggleMode ToggleState = InjectorToggleMode.Draw;
}
/// <summary>
/// Possible modes for an <see cref="InjectorComponent"/>.
/// </summary>
public enum InjectorToggleMode : byte
{
/// <summary>
/// The injector will try to inject reagent into things.
/// </summary>
Inject,
/// <summary>
/// The injector will try to draw reagent from things.
/// </summary>
Draw
}

View File

@@ -1,44 +0,0 @@
using Content.Shared.DoAfter;
using Content.Shared.FixedPoint;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Chemistry.Components
{
[Serializable, NetSerializable]
public sealed partial class InjectorDoAfterEvent : SimpleDoAfterEvent
{
}
/// <summary>
/// Shared class for injectors & syringes
/// </summary>
[NetworkedComponent, ComponentProtoName("Injector")]
public abstract partial class SharedInjectorComponent : Component
{
/// <summary>
/// Component data used for net updates. Used by client for item status ui
/// </summary>
[Serializable, NetSerializable]
public sealed class InjectorComponentState : ComponentState
{
public FixedPoint2 CurrentVolume { get; }
public FixedPoint2 TotalVolume { get; }
public InjectorToggleMode CurrentMode { get; }
public InjectorComponentState(FixedPoint2 currentVolume, FixedPoint2 totalVolume,
InjectorToggleMode currentMode)
{
CurrentVolume = currentVolume;
TotalVolume = totalVolume;
CurrentMode = currentMode;
}
}
public enum InjectorToggleMode : byte
{
Inject,
Draw
}
}
}

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@@ -0,0 +1,120 @@
using Content.Shared.Administration.Logs;
using Content.Shared.Chemistry.Components;
using Content.Shared.CombatMode;
using Content.Shared.DoAfter;
using Content.Shared.FixedPoint;
using Content.Shared.Interaction.Events;
using Content.Shared.Mobs.Systems;
using Content.Shared.Popups;
using Content.Shared.Verbs;
using Robust.Shared.Player;
namespace Content.Shared.Chemistry.EntitySystems;
public abstract class SharedInjectorSystem : EntitySystem
{
/// <summary>
/// Default transfer amounts for the set-transfer verb.
/// </summary>
public static readonly FixedPoint2[] TransferAmounts = { 1, 5, 10, 15 };
[Dependency] protected readonly SharedPopupSystem Popup = default!;
[Dependency] protected readonly SharedSolutionContainerSystem SolutionContainers = default!;
[Dependency] protected readonly MobStateSystem MobState = default!;
[Dependency] protected readonly SharedCombatModeSystem Combat = default!;
[Dependency] protected readonly SharedDoAfterSystem DoAfter = default!;
[Dependency] protected readonly ISharedAdminLogManager AdminLogger = default!;
public override void Initialize()
{
SubscribeLocalEvent<InjectorComponent, GetVerbsEvent<AlternativeVerb>>(AddSetTransferVerbs);
SubscribeLocalEvent<InjectorComponent, ComponentStartup>(OnInjectorStartup);
SubscribeLocalEvent<InjectorComponent, UseInHandEvent>(OnInjectorUse);
}
private void AddSetTransferVerbs(Entity<InjectorComponent> entity, ref GetVerbsEvent<AlternativeVerb> args)
{
if (!args.CanAccess || !args.CanInteract || args.Hands == null)
return;
if (!HasComp<ActorComponent>(args.User))
return;
var (_, component) = entity;
// Add specific transfer verbs according to the container's size
var priority = 0;
var user = args.User;
foreach (var amount in TransferAmounts)
{
if (amount < component.MinimumTransferAmount || amount > component.MaximumTransferAmount)
continue;
AlternativeVerb verb = new()
{
Text = Loc.GetString("comp-solution-transfer-verb-amount", ("amount", amount)),
Category = VerbCategory.SetTransferAmount,
Act = () =>
{
component.TransferAmount = amount;
Popup.PopupClient(Loc.GetString("comp-solution-transfer-set-amount", ("amount", amount)), user, user);
Dirty(entity);
},
// we want to sort by size, not alphabetically by the verb text.
Priority = priority
};
priority -= 1;
args.Verbs.Add(verb);
}
}
private void OnInjectorStartup(Entity<InjectorComponent> entity, ref ComponentStartup args)
{
// ???? why ?????
Dirty(entity);
}
private void OnInjectorUse(Entity<InjectorComponent> entity, ref UseInHandEvent args)
{
if (args.Handled)
return;
Toggle(entity, args.User);
args.Handled = true;
}
/// <summary>
/// Toggle between draw/inject state if applicable
/// </summary>
private void Toggle(Entity<InjectorComponent> injector, EntityUid user)
{
if (injector.Comp.InjectOnly)
return;
string msg;
switch (injector.Comp.ToggleState)
{
case InjectorToggleMode.Inject:
SetMode(injector, InjectorToggleMode.Draw);
msg = "injector-component-drawing-text";
break;
case InjectorToggleMode.Draw:
SetMode(injector, InjectorToggleMode.Inject);
msg = "injector-component-injecting-text";
break;
default:
throw new ArgumentOutOfRangeException();
}
Popup.PopupClient(Loc.GetString(msg), injector, user);
}
public void SetMode(Entity<InjectorComponent> injector, InjectorToggleMode mode)
{
injector.Comp.ToggleState = mode;
Dirty(injector);
}
}

View File

@@ -3,7 +3,8 @@
injector-draw-text = Draw
injector-inject-text = Inject
injector-invalid-injector-toggle-mode = Invalid
injector-volume-label = Volume: [color=white]{$currentVolume}/{$totalVolume}[/color] | [color=white]{$modeString}[/color]
injector-volume-label = Volume: [color=white]{$currentVolume}/{$totalVolume}[/color]
Mode: [color=white]{$modeString}[/color] ([color=white]{$transferVolume}u[/color])
## Entity