using Content.Server.Body.Systems;
using Content.Server.Chemistry.Components;
using Content.Shared.Chemistry.EntitySystems;
using Content.Shared.Body.Components;
using Content.Shared.Chemistry.Events;
using Content.Shared.Inventory;
using Content.Shared.Popups;
using Content.Shared.Projectiles;
using Content.Shared.Tag;
using Content.Shared.Weapons.Melee.Events;
using Robust.Shared.Collections;
using Robust.Shared.Prototypes;
namespace Content.Server.Chemistry.EntitySystems;
///
/// System for handling the different inheritors of .
/// Subscribes to relevent events and performs solution injections when they are raised.
///
public sealed class SolutionInjectOnCollideSystem : EntitySystem
{
[Dependency] private readonly BloodstreamSystem _bloodstream = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly SharedSolutionContainerSystem _solutionContainer = default!;
[Dependency] private readonly TagSystem _tag = default!;
private static readonly ProtoId HardsuitTag = "Hardsuit";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(HandleProjectileHit);
SubscribeLocalEvent(HandleEmbed);
SubscribeLocalEvent(HandleMeleeHit);
SubscribeLocalEvent(OnInjectOverTime);
}
private void HandleProjectileHit(Entity entity, ref ProjectileHitEvent args)
{
DoInjection((entity.Owner, entity.Comp), args.Target, args.Shooter);
}
private void HandleEmbed(Entity entity, ref EmbedEvent args)
{
DoInjection((entity.Owner, entity.Comp), args.Embedded, args.Shooter);
}
private void HandleMeleeHit(Entity entity, ref MeleeHitEvent args)
{
// MeleeHitEvent is weird, so we have to filter to make sure we actually
// hit something and aren't just examining the weapon.
if (args.IsHit)
TryInjectTargets((entity.Owner, entity.Comp), args.HitEntities, args.User);
}
private void OnInjectOverTime(Entity entity, ref InjectOverTimeEvent args)
{
DoInjection((entity.Owner, entity.Comp), args.EmbeddedIntoUid);
}
private void DoInjection(Entity injectorEntity, EntityUid target, EntityUid? source = null)
{
TryInjectTargets(injectorEntity, [target], source);
}
///
/// Filters for valid targets and tries to inject a portion of into
/// each valid target's bloodstream.
///
///
/// Targets are invalid if any of the following are true:
///
/// - The target does not have a bloodstream.
/// - is false and the target is wearing a hardsuit.
/// - is not NONE and the target has an item equipped in any of the specified slots.
///
///
/// true if at least one target was successfully injected, otherwise false
private bool TryInjectTargets(Entity injector, IReadOnlyList targets, EntityUid? source = null)
{
// Make sure we have at least one target
if (targets.Count == 0)
return false;
// Get the solution to inject
if (!_solutionContainer.TryGetSolution(injector.Owner, injector.Comp.Solution, out var injectorSolution))
return false;
// Build a list of bloodstreams to inject into
var targetBloodstreams = new ValueList>();
foreach (var target in targets)
{
if (Deleted(target))
continue;
// Yuck, this is way to hardcodey for my tastes
// TODO blocking injection with a hardsuit should probably done with a cancellable event or something
if (!injector.Comp.PierceArmor && _inventory.TryGetSlotEntity(target, "outerClothing", out var suit) && _tag.HasTag(suit.Value, HardsuitTag))
{
// Only show popup to attacker
if (source != null)
_popup.PopupEntity(Loc.GetString(injector.Comp.BlockedByHardsuitPopupMessage, ("weapon", injector.Owner), ("target", target)), target, source.Value, PopupType.SmallCaution);
continue;
}
// Check if the target has anything equipped in a slot that would block injection
if (injector.Comp.BlockSlots != SlotFlags.NONE)
{
var blocked = false;
var containerEnumerator = _inventory.GetSlotEnumerator(target, injector.Comp.BlockSlots);
while (containerEnumerator.MoveNext(out var container))
{
if (container.ContainedEntity != null)
{
blocked = true;
break;
}
}
if (blocked)
continue;
}
// Make sure the target has a bloodstream
if (!TryComp(target, out var bloodstream))
continue;
// Checks passed; add this target's bloodstream to the list
targetBloodstreams.Add((target, bloodstream));
}
// Make sure we got at least one bloodstream
if (targetBloodstreams.Count == 0)
return false;
// Extract total needed solution from the injector
var removedSolution = _solutionContainer.SplitSolution(injectorSolution.Value, injector.Comp.TransferAmount * targetBloodstreams.Count);
// Adjust solution amount based on transfer efficiency
var solutionToInject = removedSolution.SplitSolution(removedSolution.Volume * injector.Comp.TransferEfficiency);
// Calculate how much of the adjusted solution each target will get
var volumePerBloodstream = solutionToInject.Volume * (1f / targetBloodstreams.Count);
var anySuccess = false;
foreach (var targetBloodstream in targetBloodstreams)
{
// Begin Offbrand
var beforeInject = new Content.Shared._Offbrand.Chemistry.BeforeInjectOnEventEvent(volumePerBloodstream);
RaiseLocalEvent(targetBloodstream, ref beforeInject);
if (beforeInject.InjectionAmount < 0)
continue;
// End Offbrand
// Take our portion of the adjusted solution for this target
var individualInjection = solutionToInject.SplitSolution(beforeInject.InjectionAmount); // Offbrand
// Inject our portion into the target's bloodstream
if (_bloodstream.TryAddToChemicals(targetBloodstream.AsNullable(), individualInjection))
anySuccess = true;
}
// Huzzah!
return anySuccess;
}
}