Chem Master & Dispenser Power Fixes (#1622)
* -ChemDispenser & Master can now open the UI without power -Both can also eject beaker without power * -Disables button if not powered -Disables clear & eject buttons if no beaker * Fix server freeze
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@@ -1,4 +1,4 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Client.UserInterface;
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@@ -273,6 +273,34 @@ namespace Content.Client.GameObjects.Components.Chemistry.ChemMaster
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var castState = (ChemMasterBoundUserInterfaceState) state;
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Title = castState.DispenserName;
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UpdatePanelInfo(castState);
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if (Contents.Children != null)
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{
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SetButtonDisabledRecursive(Contents, !castState.HasPower);
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EjectButton.Disabled = !castState.HasBeaker;
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}
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}
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/// <summary>
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/// This searches recursively through all the children of "parent"
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/// and sets the Disabled value of any buttons found to "val"
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/// </summary>
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/// <param name="parent">The control which childrens get searched</param>
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/// <param name="val">The value to which disabled gets set</param>
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private void SetButtonDisabledRecursive(Control parent, bool val)
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{
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foreach (var child in parent.Children)
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{
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if (child is Button but)
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{
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but.Disabled = val;
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continue;
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}
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if (child.Children != null)
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{
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SetButtonDisabledRecursive(child, val);
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}
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}
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}
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/// <summary>
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@@ -72,8 +72,8 @@ namespace Content.Client.GameObjects.Components.Chemistry
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var castState = (ReagentDispenserBoundUserInterfaceState)state;
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_lastState = castState;
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_window?.UpdateState(castState); //Update window state
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UpdateReagentsList(castState.Inventory); //Update reagents list & reagent button actions
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_window?.UpdateState(castState); //Update window state
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}
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/// <summary>
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@@ -161,6 +161,29 @@ namespace Content.Client.GameObjects.Components.Chemistry
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}
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}
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/// <summary>
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/// This searches recursively through all the children of "parent"
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/// and sets the Disabled value of any buttons found to "val"
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/// </summary>
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/// <param name="parent">The control which childrens get searched</param>
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/// <param name="val">The value to which disabled gets set</param>
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private void SetButtonDisabledRecursive(Control parent, bool val)
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{
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foreach (var child in parent.Children)
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{
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if (child is Button but)
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{
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but.Disabled = val;
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continue;
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}
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if (child.Children != null)
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{
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SetButtonDisabledRecursive(child, val);
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}
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}
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}
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/// <summary>
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/// Update the UI state when new state data is received from the server.
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/// </summary>
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@@ -171,6 +194,20 @@ namespace Content.Client.GameObjects.Components.Chemistry
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Title = castState.DispenserName;
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UpdateContainerInfo(castState);
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// Disable all buttons if not powered
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if (Contents.Children != null)
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{
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SetButtonDisabledRecursive(Contents, !castState.HasPower);
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EjectButton.Disabled = false;
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}
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// Disable the Clear & Eject button if no beaker
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if (!castState.HasBeaker)
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{
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ClearButton.Disabled = true;
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EjectButton.Disabled = true;
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}
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switch (castState.SelectedDispenseAmount.Int())
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{
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case 1:
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@@ -83,6 +83,7 @@ namespace Content.Server.GameObjects.Components.Chemistry
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_beakerContainer =
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ContainerManagerComponent.Ensure<ContainerSlot>($"{Name}-reagentContainerContainer", Owner);
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_powerReceiver = Owner.GetComponent<PowerReceiverComponent>();
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_powerReceiver.OnPowerStateChanged += OnPowerChanged;
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//BufferSolution = Owner.BufferSolution
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BufferSolution.Solution = new Solution();
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@@ -91,6 +92,11 @@ namespace Content.Server.GameObjects.Components.Chemistry
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UpdateUserInterface();
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}
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private void OnPowerChanged(object sender, PowerStateEventArgs e)
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{
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UpdateUserInterface();
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}
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/// <summary>
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/// Handles ui messages from the client. For things such as button presses
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/// which interact with the world and require server action.
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@@ -98,10 +104,16 @@ namespace Content.Server.GameObjects.Components.Chemistry
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/// <param name="obj">A user interface message from the client.</param>
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private void OnUiReceiveMessage(ServerBoundUserInterfaceMessage obj)
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{
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if (!PlayerCanUseChemMaster(obj.Session.AttachedEntity))
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var msg = (UiActionMessage) obj.Message;
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var needsPower = msg.action switch
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{
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UiAction.Eject => false,
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_ => true,
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};
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if (!PlayerCanUseChemMaster(obj.Session.AttachedEntity, needsPower))
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return;
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var msg = (UiActionMessage) obj.Message;
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switch (msg.action)
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{
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case UiAction.Eject:
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@@ -134,7 +146,7 @@ namespace Content.Server.GameObjects.Components.Chemistry
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/// </summary>
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/// <param name="playerEntity">The player entity.</param>
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/// <returns>Returns true if the entity can use the chem master, and false if it cannot.</returns>
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private bool PlayerCanUseChemMaster(IEntity playerEntity)
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private bool PlayerCanUseChemMaster(IEntity playerEntity, bool needsPower = true)
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{
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//Need player entity to check if they are still able to use the chem master
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if (playerEntity == null)
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@@ -143,7 +155,7 @@ namespace Content.Server.GameObjects.Components.Chemistry
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if (!ActionBlockerSystem.CanInteract(playerEntity) || !ActionBlockerSystem.CanUse(playerEntity))
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return false;
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//Check if device is powered
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if (!Powered)
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if (needsPower && !Powered)
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return false;
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return true;
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@@ -158,12 +170,12 @@ namespace Content.Server.GameObjects.Components.Chemistry
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var beaker = _beakerContainer.ContainedEntity;
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if (beaker == null)
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{
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return new ChemMasterBoundUserInterfaceState(false, ReagentUnit.New(0), ReagentUnit.New(0),
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return new ChemMasterBoundUserInterfaceState(Powered, false, ReagentUnit.New(0), ReagentUnit.New(0),
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"", Owner.Name, null, BufferSolution.ReagentList.ToList(), BufferModeTransfer, BufferSolution.CurrentVolume, BufferSolution.MaxVolume);
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}
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var solution = beaker.GetComponent<SolutionComponent>();
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return new ChemMasterBoundUserInterfaceState(true, solution.CurrentVolume, solution.MaxVolume,
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return new ChemMasterBoundUserInterfaceState(Powered, true, solution.CurrentVolume, solution.MaxVolume,
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beaker.Name, Owner.Name, solution.ReagentList.ToList(), BufferSolution.ReagentList.ToList(), BufferModeTransfer, BufferSolution.CurrentVolume, BufferSolution.MaxVolume);
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}
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@@ -252,9 +264,15 @@ namespace Content.Server.GameObjects.Components.Chemistry
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{
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var random = IoCManager.Resolve<IRobustRandom>();
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if (BufferSolution.CurrentVolume == 0)
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return;
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if (action == UiAction.CreateBottles)
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{
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var individualVolume = BufferSolution.CurrentVolume / ReagentUnit.New(bottleAmount);
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if (individualVolume < ReagentUnit.New(1))
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return;
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var actualVolume = ReagentUnit.Min(individualVolume, ReagentUnit.New(30));
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for (int i = 0; i < bottleAmount; i++)
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{
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@@ -289,6 +307,9 @@ namespace Content.Server.GameObjects.Components.Chemistry
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else //Pills
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{
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var individualVolume = BufferSolution.CurrentVolume / ReagentUnit.New(pillAmount);
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if (individualVolume < ReagentUnit.New(1))
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return;
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var actualVolume = ReagentUnit.Min(individualVolume, ReagentUnit.New(50));
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for (int i = 0; i < pillAmount; i++)
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{
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@@ -341,9 +362,6 @@ namespace Content.Server.GameObjects.Components.Chemistry
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return;
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}
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if (!Powered)
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return;
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var activeHandEntity = hands.GetActiveHand?.Owner;
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if (activeHandEntity == null)
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{
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@@ -80,6 +80,7 @@ namespace Content.Server.GameObjects.Components.Chemistry
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_beakerContainer =
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ContainerManagerComponent.Ensure<ContainerSlot>($"{Name}-reagentContainerContainer", Owner);
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_powerReceiver = Owner.GetComponent<PowerReceiverComponent>();
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_powerReceiver.OnPowerStateChanged += OnPowerChanged;
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InitializeFromPrototype();
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UpdateUserInterface();
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@@ -105,6 +106,11 @@ namespace Content.Server.GameObjects.Components.Chemistry
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}
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}
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private void OnPowerChanged(object sender, PowerStateEventArgs e)
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{
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UpdateUserInterface();
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}
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/// <summary>
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/// Handles ui messages from the client. For things such as button presses
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/// which interact with the world and require server action.
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@@ -112,10 +118,16 @@ namespace Content.Server.GameObjects.Components.Chemistry
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/// <param name="obj">A user interface message from the client.</param>
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private void OnUiReceiveMessage(ServerBoundUserInterfaceMessage obj)
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{
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if(!PlayerCanUseDispenser(obj.Session.AttachedEntity))
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var msg = (UiButtonPressedMessage) obj.Message;
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var needsPower = msg.Button switch
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{
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UiButton.Eject => false,
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_ => true,
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};
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if(!PlayerCanUseDispenser(obj.Session.AttachedEntity, needsPower))
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return;
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var msg = (UiButtonPressedMessage) obj.Message;
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switch (msg.Button)
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{
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case UiButton.Eject:
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@@ -161,7 +173,7 @@ namespace Content.Server.GameObjects.Components.Chemistry
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/// </summary>
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/// <param name="playerEntity">The player entity.</param>
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/// <returns>Returns true if the entity can use the dispenser, and false if it cannot.</returns>
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private bool PlayerCanUseDispenser(IEntity playerEntity)
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private bool PlayerCanUseDispenser(IEntity playerEntity, bool needsPower = true)
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{
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//Need player entity to check if they are still able to use the dispenser
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if (playerEntity == null)
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@@ -170,7 +182,7 @@ namespace Content.Server.GameObjects.Components.Chemistry
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if (!ActionBlockerSystem.CanInteract(playerEntity) || !ActionBlockerSystem.CanUse(playerEntity))
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return false;
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//Check if device is powered
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if (!Powered)
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if (needsPower && !Powered)
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return false;
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return true;
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@@ -185,12 +197,12 @@ namespace Content.Server.GameObjects.Components.Chemistry
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var beaker = _beakerContainer.ContainedEntity;
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if (beaker == null)
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{
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return new ReagentDispenserBoundUserInterfaceState(false, ReagentUnit.New(0), ReagentUnit.New(0),
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return new ReagentDispenserBoundUserInterfaceState(Powered, false, ReagentUnit.New(0), ReagentUnit.New(0),
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"", Inventory, Owner.Name, null, _dispenseAmount);
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}
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var solution = beaker.GetComponent<SolutionComponent>();
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return new ReagentDispenserBoundUserInterfaceState(true, solution.CurrentVolume, solution.MaxVolume,
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return new ReagentDispenserBoundUserInterfaceState(Powered, true, solution.CurrentVolume, solution.MaxVolume,
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beaker.Name, Inventory, Owner.Name, solution.ReagentList.ToList(), _dispenseAmount);
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}
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@@ -263,9 +275,6 @@ namespace Content.Server.GameObjects.Components.Chemistry
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return;
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}
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if (!Powered)
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return;
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var activeHandEntity = hands.GetActiveHand?.Owner;
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if (activeHandEntity == null)
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{
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@@ -1,4 +1,4 @@
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#nullable enable
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#nullable enable
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using System;
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using System.Collections.Generic;
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using Content.Shared.Chemistry;
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@@ -19,6 +19,7 @@ namespace Content.Shared.GameObjects.Components.Chemistry
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[Serializable, NetSerializable]
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public class ChemMasterBoundUserInterfaceState : BoundUserInterfaceState
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{
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public readonly bool HasPower;
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public readonly bool HasBeaker;
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public readonly ReagentUnit BeakerCurrentVolume;
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public readonly ReagentUnit BeakerMaxVolume;
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@@ -39,9 +40,10 @@ namespace Content.Shared.GameObjects.Components.Chemistry
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public readonly ReagentUnit BufferCurrentVolume;
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public readonly ReagentUnit BufferMaxVolume;
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public ChemMasterBoundUserInterfaceState(bool hasBeaker, ReagentUnit beakerCurrentVolume, ReagentUnit beakerMaxVolume, string containerName,
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public ChemMasterBoundUserInterfaceState(bool hasPower, bool hasBeaker, ReagentUnit beakerCurrentVolume, ReagentUnit beakerMaxVolume, string containerName,
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string dispenserName, List<Solution.ReagentQuantity> containerReagents, List<Solution.ReagentQuantity> bufferReagents, bool bufferModeTransfer, ReagentUnit bufferCurrentVolume, ReagentUnit bufferMaxVolume)
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{
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HasPower = hasPower;
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HasBeaker = hasBeaker;
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BeakerCurrentVolume = beakerCurrentVolume;
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BeakerMaxVolume = beakerMaxVolume;
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@@ -25,6 +25,7 @@ namespace Content.Shared.GameObjects.Components.Chemistry
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[Serializable, NetSerializable]
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public class ReagentDispenserBoundUserInterfaceState : BoundUserInterfaceState
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{
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public readonly bool HasPower;
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public readonly bool HasBeaker;
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public readonly ReagentUnit BeakerCurrentVolume;
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public readonly ReagentUnit BeakerMaxVolume;
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@@ -40,9 +41,10 @@ namespace Content.Shared.GameObjects.Components.Chemistry
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public readonly string DispenserName;
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public readonly ReagentUnit SelectedDispenseAmount;
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public ReagentDispenserBoundUserInterfaceState(bool hasBeaker, ReagentUnit beakerCurrentVolume, ReagentUnit beakerMaxVolume, string containerName,
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public ReagentDispenserBoundUserInterfaceState(bool hasPower, bool hasBeaker, ReagentUnit beakerCurrentVolume, ReagentUnit beakerMaxVolume, string containerName,
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List<ReagentDispenserInventoryEntry> inventory, string dispenserName, List<Solution.ReagentQuantity> containerReagents, ReagentUnit selectedDispenseAmount)
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{
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HasPower = hasPower;
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HasBeaker = hasBeaker;
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BeakerCurrentVolume = beakerCurrentVolume;
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BeakerMaxVolume = beakerMaxVolume;
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