#nullable enable
using System;
using System.Linq;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Chemistry;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Power.ApcNetComponents;
using Content.Server.Interfaces.GameObjects.Components.Items;
using Content.Server.Utility;
using Content.Shared.Chemistry;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Content.Shared.Kitchen;
using Content.Shared.Utility;
using Robust.Server.GameObjects;
using Robust.Server.GameObjects.Components.Container;
using Robust.Server.GameObjects.Components.UserInterface;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Server.Interfaces.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components.Timers;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Kitchen
{
///
/// The combo reagent grinder/juicer. The reason why grinding and juicing are seperate is simple,
/// think of grinding as a utility to break an object down into its reagents. Think of juicing as
/// converting something into its single juice form. E.g, grind an apple and get the nutriment and sugar
/// it contained, juice an apple and get "apple juice".
///
[RegisterComponent]
[ComponentReference(typeof(IActivate))]
public class ReagentGrinderComponent : SharedReagentGrinderComponent, IActivate, IInteractUsing
{
private AudioSystem _audioSystem = default!;
[ViewVariables] private ContainerSlot _beakerContainer = default!;
///
/// Can be null since we won't always have a beaker in the grinder.
///
[ViewVariables] private SolutionContainerComponent? _heldBeaker = default!;
///
/// Contains the things that are going to be ground or juiced.
///
[ViewVariables] private Container _chamber = default!;
[ViewVariables] private bool ChamberEmpty => _chamber.ContainedEntities.Count <= 0;
[ViewVariables] private bool HasBeaker => _beakerContainer.ContainedEntity != null;
[ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(ReagentGrinderUiKey.Key);
private bool Powered => !Owner.TryGetComponent(out PowerReceiverComponent? receiver) || receiver.Powered;
///
/// Should the BoundUI be told to update?
///
private bool _uiDirty = true;
///
/// Is the machine actively doing something and can't be used right now?
///
private bool _busy = false;
//YAML serialization vars
[ViewVariables(VVAccess.ReadWrite)] private int _storageCap = 16;
[ViewVariables(VVAccess.ReadWrite)] private int _workTime = 3500; //3.5 seconds, completely arbitrary for now.
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _storageCap, "chamberCapacity", 16);
serializer.DataField(ref _workTime, "workTime", 3500);
}
public override void Initialize()
{
base.Initialize();
//A slot for the beaker where the grounds/juices will go.
_beakerContainer =
ContainerManagerComponent.Ensure($"{Name}-reagentContainerContainer", Owner);
//A container for the things that WILL be ground/juiced. Useful for ejecting them instead of deleting them from the hands of the user.
_chamber =
ContainerManagerComponent.Ensure($"{Name}-entityContainerContainer", Owner);
if (UserInterface != null)
{
UserInterface.OnReceiveMessage += UserInterfaceOnReceiveMessage;
}
if (Owner.TryGetComponent(out PowerReceiverComponent? receiver))
{
receiver.OnPowerStateChanged += OnPowerStateChanged;
}
_audioSystem = EntitySystem.Get();
}
public override void OnRemove()
{
base.OnRemove();
if (UserInterface != null)
{
UserInterface.OnReceiveMessage -= UserInterfaceOnReceiveMessage;
}
if (Owner.TryGetComponent(out PowerReceiverComponent? receiver))
{
receiver.OnPowerStateChanged -= OnPowerStateChanged;
}
}
private void UserInterfaceOnReceiveMessage(ServerBoundUserInterfaceMessage message)
{
if(_busy)
{
return;
}
switch(message.Message)
{
case ReagentGrinderGrindStartMessage msg:
if (!Powered) break;
ClickSound();
DoWork(message.Session.AttachedEntity!, GrinderProgram.Grind);
break;
case ReagentGrinderJuiceStartMessage msg:
if (!Powered) break;
ClickSound();
DoWork(message.Session.AttachedEntity!, GrinderProgram.Juice);
break;
case ReagentGrinderEjectChamberAllMessage msg:
if(!ChamberEmpty)
{
ClickSound();
for (var i = _chamber.ContainedEntities.Count - 1; i >= 0; i--)
{
EjectSolid(_chamber.ContainedEntities.ElementAt(i).Uid);
}
}
break;
case ReagentGrinderEjectChamberContentMessage msg:
if (!ChamberEmpty)
{
EjectSolid(msg.EntityID);
ClickSound();
_uiDirty = true;
}
break;
case ReagentGrinderEjectBeakerMessage msg:
ClickSound();
EjectBeaker(message.Session.AttachedEntity);
//EjectBeaker will dirty the UI for us, we don't have to do it explicitly here.
break;
}
}
private void OnPowerStateChanged(object? sender, PowerStateEventArgs e)
{
_uiDirty = true;
}
private void ClickSound()
{
_audioSystem.PlayFromEntity("/Audio/Machines/machine_switch.ogg", Owner, AudioParams.Default.WithVolume(-2f));
}
private void SetAppearance()
{
if (Owner.TryGetComponent(out AppearanceComponent? appearance))
{
appearance.SetData(ReagentGrinderVisualState.BeakerAttached, HasBeaker);
}
}
public void OnUpdate()
{
if(_uiDirty)
{
UpdateInterface();
_uiDirty = false;
}
}
// This doesn't check for UI dirtiness so handle that when calling this.
private void UpdateInterface()
{
bool canJuice = false;
bool canGrind = false;
if (HasBeaker)
{
foreach (var entity in _chamber.ContainedEntities)
{
if (!canJuice && entity.HasComponent()) canJuice = true;
if (!canGrind && entity.HasComponent()) canGrind = true;
if (canJuice && canGrind) break;
}
}
UserInterface?.SetState(new ReagentGrinderInterfaceState
(
_busy,
HasBeaker,
Powered,
canJuice,
canGrind,
_chamber.ContainedEntities.Select(item => item.Uid).ToArray(),
//Remember the beaker can be null!
_heldBeaker?.Solution.Contents.ToArray()
));
_uiDirty = false;
}
private void EjectSolid(EntityUid entityID)
{
if (_busy)
return;
if (Owner.EntityManager.TryGetEntity(entityID, out var entity))
{
_chamber.Remove(entity);
//Give the ejected entity a tiny bit of offset so each one is apparent in case of a big stack,
//but (hopefully) not enough to clip it through a solid (wall).
entity.RandomOffset(0.4f);
}
_uiDirty = true;
}
///
/// Tries to eject whatever is in the beaker slot. Puts the item in the user's hands or failing that on top
/// of the grinder.
///
private void EjectBeaker(IEntity? user)
{
if (!HasBeaker || _heldBeaker == null || _busy)
return;
_beakerContainer.Remove(_beakerContainer.ContainedEntity);
if (user == null || !user.TryGetComponent(out var hands) || !_heldBeaker.Owner.TryGetComponent(out var item))
return;
hands.PutInHandOrDrop(item);
_heldBeaker = null;
_uiDirty = true;
SetAppearance();
}
void IActivate.Activate(ActivateEventArgs eventArgs)
{
if (!eventArgs.User.TryGetComponent(out IActorComponent? actor))
{
return;
}
_uiDirty = true;
UserInterface?.Toggle(actor.playerSession);
}
public async Task InteractUsing(InteractUsingEventArgs eventArgs)
{
if (!eventArgs.User.TryGetComponent(out IHandsComponent? hands))
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("You have no hands."));
return true;
}
IEntity heldEnt = eventArgs.Using;
//First, check if user is trying to insert a beaker.
//No promise it will be a beaker right now, but whatever.
//Maybe this should whitelist "beaker" in the prototype id of heldEnt?
if(heldEnt.TryGetComponent(out SolutionContainerComponent? beaker) && beaker.Capabilities.HasFlag(SolutionContainerCaps.FitsInDispenser))
{
_beakerContainer.Insert(heldEnt);
_heldBeaker = beaker;
_uiDirty = true;
//We are done, return. Insert the beaker and exit!
SetAppearance();
ClickSound();
return true;
}
//Next, see if the user is trying to insert something they want to be ground/juiced.
if(!heldEnt.TryGetComponent(out GrindableComponent? grind) && !heldEnt.TryGetComponent(out JuiceableComponent? juice))
{
//Entity did NOT pass the whitelist for grind/juice.
//Wouldn't want the clown grinding up the Captain's ID card now would you?
//Why am I asking you? You're biased.
return false;
}
//Cap the chamber. Don't want someone putting in 500 entities and ejecting them all at once.
//Maybe I should have done that for the microwave too?
if (_chamber.ContainedEntities.Count >= _storageCap)
{
return false;
}
if (!_chamber.Insert(heldEnt))
return false;
_uiDirty = true;
return true;
}
///
/// The wzhzhzh of the grinder. Processes the contents of the grinder and puts the output in the beaker.
///
/// true for wanting to juice, false for wanting to grind.
private async void DoWork(IEntity user, GrinderProgram program)
{
//Have power, are we busy, chamber has anything to grind, a beaker for the grounds to go?
if(!Powered || _busy || ChamberEmpty || !HasBeaker || _heldBeaker == null)
{
return;
}
_busy = true;
UserInterface?.SendMessage(new ReagentGrinderWorkStartedMessage(program));
switch (program)
{
case GrinderProgram.Grind:
_audioSystem.PlayFromEntity("/Audio/Machines/blender.ogg", Owner, AudioParams.Default);
//Get each item inside the chamber and get the reagents it contains. Transfer those reagents to the beaker, given we have one in.
Owner.SpawnTimer(_workTime, (Action) (() =>
{
foreach (var item in _chamber.ContainedEntities.ToList())
{
if (!item.HasComponent()) continue;
if (!item.TryGetComponent(out var solution)) continue;
if (_heldBeaker.CurrentVolume + solution.CurrentVolume > _heldBeaker.MaxVolume) continue;
_heldBeaker.TryAddSolution(solution.Solution);
solution.RemoveAllSolution();
item.Delete();
}
_busy = false;
_uiDirty = true;
UserInterface?.SendMessage(new ReagentGrinderWorkCompleteMessage());
}));
break;
case GrinderProgram.Juice:
_audioSystem.PlayFromEntity("/Audio/Machines/juicer.ogg", Owner, AudioParams.Default);
Owner.SpawnTimer(_workTime, (Action) (() =>
{
foreach (var item in _chamber.ContainedEntities.ToList())
{
if (!item.TryGetComponent(out var juiceMe)) continue;
if (_heldBeaker.CurrentVolume + juiceMe.JuiceResultSolution.TotalVolume > _heldBeaker.MaxVolume) continue;
_heldBeaker.TryAddSolution(juiceMe.JuiceResultSolution);
item.Delete();
}
UserInterface?.SendMessage(new ReagentGrinderWorkCompleteMessage());
_busy = false;
_uiDirty = true;
}));
break;
}
}
}
}