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.
This commit is contained in:
Pieter-Jan Briers
2021-02-03 14:05:31 +01:00
committed by GitHub
parent b284c82668
commit c40ac26ced
65 changed files with 987 additions and 601 deletions

View File

@@ -416,13 +416,8 @@ namespace Content.Server.GameObjects.EntitySystems.Click
return;
}
var afterInteracts = weapon.GetAllComponents<IAfterInteract>().ToList();
var afterInteractEventArgs = new AfterInteractEventArgs(user, clickLocation, null, canReach);
foreach (var afterInteract in afterInteracts)
{
await afterInteract.AfterInteract(afterInteractEventArgs);
}
await DoAfterInteract(weapon, afterInteractEventArgs);
}
/// <summary>
@@ -465,13 +460,9 @@ namespace Content.Server.GameObjects.EntitySystems.Click
}
// If we aren't directly attacking the nearby object, lets see if our item has an after attack we can do
var afterAttacks = weapon.GetAllComponents<IAfterInteract>().ToList();
var afterAttackEventArgs = new AfterInteractEventArgs(user, clickLocation, attacked, canReach: true);
foreach (var afterAttack in afterAttacks)
{
await afterAttack.AfterInteract(afterAttackEventArgs);
}
await DoAfterInteract(weapon, afterAttackEventArgs);
}
/// <summary>
@@ -835,13 +826,21 @@ namespace Content.Server.GameObjects.EntitySystems.Click
if (afterAtkMsg.Handled)
return;
var afterAttacks = weapon.GetAllComponents<IAfterInteract>().ToList();
// See if we have a ranged attack interaction
var afterAttackEventArgs = new AfterInteractEventArgs(user, clickLocation, attacked, canReach: false);
await DoAfterInteract(weapon, afterAttackEventArgs);
}
private static async Task DoAfterInteract(IEntity weapon, AfterInteractEventArgs afterAttackEventArgs)
{
var afterAttacks = weapon.GetAllComponents<IAfterInteract>().OrderByDescending(x => x.Priority).ToList();
//See if we have a ranged attack interaction
foreach (var afterAttack in afterAttacks)
{
await afterAttack.AfterInteract(afterAttackEventArgs);
if (await afterAttack.AfterInteract(afterAttackEventArgs))
{
return;
}
}
}