A big hecking chemistry-related refactor. (#3055)
* A big hecking chemistry-related refactor. Changed SolutionContainerCaps. It now describes "stock" behavior for interacting with solutions that is pre-implemented by SolutionContainerComponent. As such things like syringes do not check it anymore (on themselves) to see "can we remove reagent from ourselves". That's assumed by it... being a syringe. SolutionContainerCaps now has different flags more accurately describing possible reagent interaction behaviors. ISolutionInteractionsComponent is the interface that describes the common behaviors like "what happens when injected with a syringe". This is implemented by SolutionContainerComponent but could be implemented by other classes. One notable example that drove me to making this interface was the /vg/station circuit imprinter which splits reagent poured in into its two reservoir beakers. Having this interface allows us to do this "proxying" behavior hack-free. (the hacks in /vg/ code were somewhat dirty...). PourableComponent has been replaced SolutionTransferComponent. It now describes both give-and-take behavior for the common reagent containers. This is in line with /vg/'s /obj/item/weapon/reagent_containers architecture. "Taking" in this context is ONLY from reagent tanks like fuel tanks. Oh, should I mention that fuel tanks and such have a proper component now? They do. Because of this behavioral change, reagent tanks DO NOT have Pourable anymore. Removing from reagent tanks is now in the hands of the item used on them. Welders and fire extinguishers now have code for removing from them. This sounds bad at first but remember that all have quite unique behavior related to this: Welders cause explosions if lit and can ONLY be fueled at fuel tanks. Extinguishers can be filled at any tank, etc... The code for this is also simpler due to ISolutionInteractionsComponent now so... IAfterInteract now works like IInteractUsing with the Priority levels and "return true to block further handlers" behavior. This was necessary to make extinguishers prioritize taking from tanks over spraying. Explicitly coded interactions like welders refueling also means they refuse instantly to full now, which they didn't before. And it plays the sound. Etc... Probably more stuff I'm forgetting. * Review improvements.
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@@ -28,21 +28,18 @@ namespace Content.Server.GameObjects.Components.Chemistry
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/// Whether or not the injector is able to draw from containers or if it's a single use
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/// device that can only inject.
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/// </summary>
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[ViewVariables]
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private bool _injectOnly;
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[ViewVariables] private bool _injectOnly;
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/// <summary>
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/// Amount to inject or draw on each usage. If the injector is inject only, it will
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/// attempt to inject it's entire contents upon use.
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/// </summary>
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[ViewVariables]
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private ReagentUnit _transferAmount;
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[ViewVariables] private ReagentUnit _transferAmount;
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/// <summary>
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/// Initial storage volume of the injector
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/// </summary>
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[ViewVariables]
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private ReagentUnit _initialMaxVolume;
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[ViewVariables] private ReagentUnit _initialMaxVolume;
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private InjectorToggleMode _toggleState;
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@@ -68,19 +65,14 @@ namespace Content.Server.GameObjects.Components.Chemistry
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serializer.DataField(ref _injectOnly, "injectOnly", false);
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serializer.DataField(ref _initialMaxVolume, "initialMaxVolume", ReagentUnit.New(15));
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serializer.DataField(ref _transferAmount, "transferAmount", ReagentUnit.New(5));
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serializer.DataField(ref _toggleState, "toggleState", _injectOnly ? InjectorToggleMode.Inject : InjectorToggleMode.Draw);
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serializer.DataField(ref _toggleState, "toggleState",
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_injectOnly ? InjectorToggleMode.Inject : InjectorToggleMode.Draw);
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}
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protected override void Startup()
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{
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base.Startup();
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var solution = Owner.EnsureComponent<SolutionContainerComponent>();
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solution.Capabilities = SolutionContainerCaps.AddTo | SolutionContainerCaps.RemoveFrom;
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// Set _toggleState based on prototype
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_toggleState = _injectOnly ? InjectorToggleMode.Inject : InjectorToggleMode.Draw;
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Dirty();
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}
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@@ -116,58 +108,55 @@ namespace Content.Server.GameObjects.Components.Chemistry
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/// Called when clicking on entities while holding in active hand
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/// </summary>
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/// <param name="eventArgs"></param>
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async Task IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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{
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if (!eventArgs.InRangeUnobstructed(ignoreInsideBlocker: true, popup: true)) return;
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if (!eventArgs.InRangeUnobstructed(ignoreInsideBlocker: true, popup: true))
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return false;
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//Make sure we have the attacking entity
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if (eventArgs.Target == null || !Owner.TryGetComponent(out SolutionContainerComponent? solution))
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if (eventArgs.Target == null || !Owner.HasComponent<SolutionContainerComponent>())
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{
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return;
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return false;
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}
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var targetEntity = eventArgs.Target;
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// Handle injecting/drawing for solutions
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if (targetEntity.TryGetComponent<SolutionContainerComponent>(out var targetSolution))
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if (targetEntity.TryGetComponent<ISolutionInteractionsComponent>(out var targetSolution))
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{
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if (ToggleState == InjectorToggleMode.Inject)
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{
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if (solution.CanRemoveSolutions && targetSolution.CanAddSolutions)
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if (targetSolution.CanInject)
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{
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TryInject(targetSolution, eventArgs.User);
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}
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else
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{
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eventArgs.User.PopupMessage(eventArgs.User, Loc.GetString("You aren't able to transfer to {0:theName}!", targetSolution.Owner));
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eventArgs.User.PopupMessage(eventArgs.User,
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Loc.GetString("You aren't able to transfer to {0:theName}!", targetSolution.Owner));
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}
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}
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else if (ToggleState == InjectorToggleMode.Draw)
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{
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if (targetSolution.CanRemoveSolutions && solution.CanAddSolutions)
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if (targetSolution.CanDraw)
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{
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TryDraw(targetSolution, eventArgs.User);
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}
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else
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{
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eventArgs.User.PopupMessage(eventArgs.User, Loc.GetString("You aren't able to draw from {0:theName}!", targetSolution.Owner));
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eventArgs.User.PopupMessage(eventArgs.User,
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Loc.GetString("You aren't able to draw from {0:theName}!", targetSolution.Owner));
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}
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}
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}
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else // Handle injecting into bloodstream
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// Handle injecting into bloodstream
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else if (targetEntity.TryGetComponent(out BloodstreamComponent? bloodstream) &&
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ToggleState == InjectorToggleMode.Inject)
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{
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if (targetEntity.TryGetComponent(out BloodstreamComponent? bloodstream) && ToggleState == InjectorToggleMode.Inject)
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{
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if (solution.CanRemoveSolutions)
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{
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TryInjectIntoBloodstream(bloodstream, eventArgs.User);
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}
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else
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{
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eventArgs.User.PopupMessage(eventArgs.User, Loc.GetString("You aren't able to inject {0:theName}!", targetEntity));
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}
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}
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TryInjectIntoBloodstream(bloodstream, eventArgs.User);
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}
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return true;
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}
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/// <summary>
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@@ -193,7 +182,8 @@ namespace Content.Server.GameObjects.Components.Chemistry
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if (realTransferAmount <= 0)
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{
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Owner.PopupMessage(user, Loc.GetString("You aren't able to inject {0:theName}!", targetBloodstream.Owner));
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Owner.PopupMessage(user,
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Loc.GetString("You aren't able to inject {0:theName}!", targetBloodstream.Owner));
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return;
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}
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@@ -213,12 +203,14 @@ namespace Content.Server.GameObjects.Components.Chemistry
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removedSolution.DoEntityReaction(targetBloodstream.Owner, ReactionMethod.Injection);
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Owner.PopupMessage(user, Loc.GetString("You inject {0}u into {1:theName}!", removedSolution.TotalVolume, targetBloodstream.Owner));
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Owner.PopupMessage(user,
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Loc.GetString("You inject {0}u into {1:theName}!", removedSolution.TotalVolume,
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targetBloodstream.Owner));
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Dirty();
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AfterInject();
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}
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private void TryInject(SolutionContainerComponent targetSolution, IEntity user)
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private void TryInject(ISolutionInteractionsComponent targetSolution, IEntity user)
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{
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if (!Owner.TryGetComponent(out SolutionContainerComponent? solution) || solution.CurrentVolume == 0)
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{
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@@ -226,7 +218,7 @@ namespace Content.Server.GameObjects.Components.Chemistry
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}
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// Get transfer amount. May be smaller than _transferAmount if not enough room
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var realTransferAmount = ReagentUnit.Min(_transferAmount, targetSolution.EmptyVolume);
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var realTransferAmount = ReagentUnit.Min(_transferAmount, targetSolution.InjectSpaceAvailable);
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if (realTransferAmount <= 0)
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{
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@@ -237,16 +229,12 @@ namespace Content.Server.GameObjects.Components.Chemistry
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// Move units from attackSolution to targetSolution
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var removedSolution = solution.SplitSolution(realTransferAmount);
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if (!targetSolution.CanAddSolution(removedSolution))
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{
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return;
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}
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removedSolution.DoEntityReaction(targetSolution.Owner, ReactionMethod.Injection);
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targetSolution.TryAddSolution(removedSolution);
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targetSolution.Inject(removedSolution);
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Owner.PopupMessage(user, Loc.GetString("You transfer {0}u to {1:theName}", removedSolution.TotalVolume, targetSolution.Owner));
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Owner.PopupMessage(user,
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Loc.GetString("You transfer {0}u to {1:theName}", removedSolution.TotalVolume, targetSolution.Owner));
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Dirty();
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AfterInject();
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}
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@@ -260,7 +248,7 @@ namespace Content.Server.GameObjects.Components.Chemistry
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}
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}
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private void TryDraw(SolutionContainerComponent targetSolution, IEntity user)
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private void TryDraw(ISolutionInteractionsComponent targetSolution, IEntity user)
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{
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if (!Owner.TryGetComponent(out SolutionContainerComponent? solution) || solution.EmptyVolume == 0)
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{
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@@ -268,7 +256,7 @@ namespace Content.Server.GameObjects.Components.Chemistry
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}
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// Get transfer amount. May be smaller than _transferAmount if not enough room
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var realTransferAmount = ReagentUnit.Min(_transferAmount, targetSolution.CurrentVolume);
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var realTransferAmount = ReagentUnit.Min(_transferAmount, targetSolution.DrawAvailable);
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if (realTransferAmount <= 0)
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{
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@@ -277,14 +265,15 @@ namespace Content.Server.GameObjects.Components.Chemistry
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}
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// Move units from attackSolution to targetSolution
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var removedSolution = targetSolution.SplitSolution(realTransferAmount);
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var removedSolution = targetSolution.Draw(realTransferAmount);
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if (!solution.TryAddSolution(removedSolution))
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{
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return;
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}
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Owner.PopupMessage(user, Loc.GetString("Drew {0}u from {1:theName}", removedSolution.TotalVolume, targetSolution.Owner));
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Owner.PopupMessage(user,
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Loc.GetString("Drew {0}u from {1:theName}", removedSolution.TotalVolume, targetSolution.Owner));
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Dirty();
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AfterDraw();
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}
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