#nullable enable using System; using System.Linq; using System.Threading.Tasks; using Content.Server.GameObjects.Components.GUI; using Content.Server.GameObjects.Components.Items.Storage; using Content.Server.GameObjects.Components.Power.ApcNetComponents; using Content.Server.GameObjects.EntitySystems; using Content.Server.Interfaces.GameObjects.Components.Items; using Content.Server.Utility; using Content.Shared.Chemistry; using Content.Shared.GameObjects.Components.Chemistry.ReagentDispenser; using Content.Shared.GameObjects.EntitySystems; using Content.Shared.GameObjects.EntitySystems.ActionBlocker; using Content.Shared.Interfaces; using Content.Shared.Interfaces.GameObjects.Components; using Content.Shared.GameObjects.Verbs; using JetBrains.Annotations; 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.Systems; using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.IoC; using Robust.Shared.Localization; using Robust.Shared.Prototypes; using Robust.Shared.Serialization; using Robust.Shared.ViewVariables; namespace Content.Server.GameObjects.Components.Chemistry { /// /// Contains all the server-side logic for reagent dispensers. See also . /// This includes initializing the component based on prototype data, and sending and receiving messages from the client. /// Messages sent to the client are used to update update the user interface for a component instance. /// Messages sent from the client are used to handle ui button presses. /// [RegisterComponent] [ComponentReference(typeof(IActivate))] [ComponentReference(typeof(IInteractUsing))] public class ReagentDispenserComponent : SharedReagentDispenserComponent, IActivate, IInteractUsing, ISolutionChange { [Dependency] private readonly IPrototypeManager _prototypeManager = default!; [ViewVariables] private ContainerSlot _beakerContainer = default!; [ViewVariables] private string _packPrototypeId = ""; [ViewVariables] private bool HasBeaker => _beakerContainer.ContainedEntity != null; [ViewVariables] private ReagentUnit _dispenseAmount = ReagentUnit.New(10); [UsedImplicitly] [ViewVariables] private SolutionContainerComponent? Solution => _beakerContainer.ContainedEntity.GetComponent(); [ViewVariables] private bool Powered => !Owner.TryGetComponent(out PowerReceiverComponent? receiver) || receiver.Powered; [ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(ReagentDispenserUiKey.Key); /// /// Shows the serializer how to save/load this components yaml prototype. /// /// Yaml serializer public override void ExposeData(ObjectSerializer serializer) { base.ExposeData(serializer); serializer.DataField(ref _packPrototypeId, "pack", string.Empty); } /// /// Called once per instance of this component. Gets references to any other components needed /// by this component and initializes it's UI and other data. /// public override void Initialize() { base.Initialize(); if (UserInterface != null) { UserInterface.OnReceiveMessage += OnUiReceiveMessage; } _beakerContainer = ContainerManagerComponent.Ensure($"{Name}-reagentContainerContainer", Owner); if (Owner.TryGetComponent(out PowerReceiverComponent? receiver)) { receiver.OnPowerStateChanged += OnPowerChanged; } InitializeFromPrototype(); UpdateUserInterface(); } /// /// Checks to see if the pack defined in this components yaml prototype /// exists. If so, it fills the reagent inventory list. /// private void InitializeFromPrototype() { if (string.IsNullOrEmpty(_packPrototypeId)) return; if (!_prototypeManager.TryIndex(_packPrototypeId, out ReagentDispenserInventoryPrototype packPrototype)) { return; } foreach (var entry in packPrototype.Inventory) { Inventory.Add(new ReagentDispenserInventoryEntry(entry)); } } private void OnPowerChanged(object? sender, PowerStateEventArgs e) { UpdateUserInterface(); } /// /// Handles ui messages from the client. For things such as button presses /// which interact with the world and require server action. /// /// A user interface message from the client. private void OnUiReceiveMessage(ServerBoundUserInterfaceMessage obj) { if (obj.Session.AttachedEntity == null) { return; } var msg = (UiButtonPressedMessage) obj.Message; var needsPower = msg.Button switch { UiButton.Eject => false, _ => true, }; if(!PlayerCanUseDispenser(obj.Session.AttachedEntity, needsPower)) return; switch (msg.Button) { case UiButton.Eject: TryEject(obj.Session.AttachedEntity); break; case UiButton.Clear: TryClear(); break; case UiButton.SetDispenseAmount1: _dispenseAmount = ReagentUnit.New(1); break; case UiButton.SetDispenseAmount5: _dispenseAmount = ReagentUnit.New(5); break; case UiButton.SetDispenseAmount10: _dispenseAmount = ReagentUnit.New(10); break; case UiButton.SetDispenseAmount25: _dispenseAmount = ReagentUnit.New(25); break; case UiButton.SetDispenseAmount50: _dispenseAmount = ReagentUnit.New(50); break; case UiButton.SetDispenseAmount100: _dispenseAmount = ReagentUnit.New(100); break; case UiButton.Dispense: if (HasBeaker) { TryDispense(msg.DispenseIndex); } break; default: throw new ArgumentOutOfRangeException(); } ClickSound(); } /// /// Checks whether the player entity is able to use the chem dispenser. /// /// The player entity. /// Returns true if the entity can use the dispenser, and false if it cannot. private bool PlayerCanUseDispenser(IEntity? playerEntity, bool needsPower = true) { //Need player entity to check if they are still able to use the dispenser if (playerEntity == null) return false; //Check if player can interact in their current state if (!ActionBlockerSystem.CanInteract(playerEntity) || !ActionBlockerSystem.CanUse(playerEntity)) return false; //Check if device is powered if (needsPower && !Powered) return false; return true; } /// /// Gets component data to be used to update the user interface client-side. /// /// Returns a private ReagentDispenserBoundUserInterfaceState GetUserInterfaceState() { var beaker = _beakerContainer.ContainedEntity; if (beaker == null) { return new ReagentDispenserBoundUserInterfaceState(Powered, false, ReagentUnit.New(0), ReagentUnit.New(0), "", Inventory, Owner.Name, null, _dispenseAmount); } var solution = beaker.GetComponent(); return new ReagentDispenserBoundUserInterfaceState(Powered, true, solution.CurrentVolume, solution.MaxVolume, beaker.Name, Inventory, Owner.Name, solution.ReagentList.ToList(), _dispenseAmount); } private void UpdateUserInterface() { var state = GetUserInterfaceState(); UserInterface?.SetState(state); } /// /// If this component contains an entity with a , eject it. /// Tries to eject into user's hands first, then ejects onto dispenser if both hands are full. /// private void TryEject(IEntity user) { if (!HasBeaker) return; var beaker = _beakerContainer.ContainedEntity; _beakerContainer.Remove(_beakerContainer.ContainedEntity); UpdateUserInterface(); if(!user.TryGetComponent(out var hands) || !beaker.TryGetComponent(out var item)) return; if (hands.CanPutInHand(item)) hands.PutInHand(item); } /// /// If this component contains an entity with a , remove all of it's reagents / solutions. /// private void TryClear() { if (!HasBeaker) return; var solution = _beakerContainer.ContainedEntity.GetComponent(); solution.RemoveAllSolution(); UpdateUserInterface(); } /// /// If this component contains an entity with a , attempt to dispense the specified reagent to it. /// /// The index of the reagent in Inventory. private void TryDispense(int dispenseIndex) { if (!HasBeaker) return; var solution = _beakerContainer.ContainedEntity.GetComponent(); solution.TryAddReagent(Inventory[dispenseIndex].ID, _dispenseAmount, out _); UpdateUserInterface(); } /// /// Called when you click the owner entity with an empty hand. Opens the UI client-side if possible. /// /// Data relevant to the event such as the actor which triggered it. void IActivate.Activate(ActivateEventArgs args) { if (!args.User.TryGetComponent(out IActorComponent? actor)) { return; } if (!args.User.TryGetComponent(out IHandsComponent? hands)) { Owner.PopupMessage(args.User, Loc.GetString("You have no hands.")); return; } var activeHandEntity = hands.GetActiveHand?.Owner; if (activeHandEntity == null) { UserInterface?.Open(actor.playerSession); } } /// /// Called when you click the owner entity with something in your active hand. If the entity in your hand /// contains a , if you have hands, and if the dispenser doesn't already /// hold a container, it will be added to the dispenser. /// /// Data relevant to the event such as the actor which triggered it. /// async Task IInteractUsing.InteractUsing(InteractUsingEventArgs args) { if (!args.User.TryGetComponent(out IHandsComponent? hands)) { Owner.PopupMessage(args.User, Loc.GetString("You have no hands.")); return true; } if (hands.GetActiveHand == null) { Owner.PopupMessage(args.User, Loc.GetString("You have nothing on your hand.")); return false; } var activeHandEntity = hands.GetActiveHand.Owner; if (activeHandEntity.TryGetComponent(out var solution)) { if (HasBeaker) { Owner.PopupMessage(args.User, Loc.GetString("This dispenser already has a container in it.")); } else if ((solution.Capabilities & SolutionContainerCaps.FitsInDispenser) == 0) { //If it can't fit in the dispenser, don't put it in. For example, buckets and mop buckets can't fit. Owner.PopupMessage(args.User, Loc.GetString("That can't fit in the dispenser.")); } else { _beakerContainer.Insert(activeHandEntity); UpdateUserInterface(); } } else { Owner.PopupMessage(args.User, Loc.GetString("You can't put this in the dispenser.")); } return true; } void ISolutionChange.SolutionChanged(SolutionChangeEventArgs eventArgs) => UpdateUserInterface(); private void ClickSound() { EntitySystem.Get().PlayFromEntity("/Audio/Machines/machine_switch.ogg", Owner, AudioParams.Default.WithVolume(-2f)); } [Verb] public sealed class EjectBeakerVerb : Verb { protected override void GetData(IEntity user, ReagentDispenserComponent component, VerbData data) { if (!ActionBlockerSystem.CanInteract(user)) { data.Visibility = VerbVisibility.Invisible; return; } data.Text = Loc.GetString("Eject Beaker"); data.Visibility = component.HasBeaker ? VerbVisibility.Visible : VerbVisibility.Invisible; } protected override void Activate(IEntity user, ReagentDispenserComponent component) { component.TryEject(user); } } } }