using System; using System.Linq; using Content.Server.GameObjects.Components.Sound; using Content.Server.Interfaces.GameObjects.Components.Interaction; using Content.Server.GameObjects.Components.Power; using Content.Server.Interfaces; using Content.Server.Interfaces.GameObjects; using Content.Server.Utility; using Content.Shared.Chemistry; using Content.Shared.GameObjects.Components.Chemistry; using Content.Shared.GameObjects.EntitySystems; using Robust.Server.GameObjects.Components.Container; using Robust.Server.GameObjects.Components.UserInterface; using Robust.Server.Interfaces.GameObjects; using Robust.Shared.Audio; using Robust.Shared.GameObjects; 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; using Robust.Server.GameObjects.EntitySystems; using Robust.Shared.GameObjects.Systems; using Content.Server.GameObjects.Components.Power.ApcNetComponents; 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 { #pragma warning disable 649 [Dependency] private readonly IServerNotifyManager _notifyManager; [Dependency] private readonly ILocalizationManager _localizationManager; #pragma warning restore 649 [ViewVariables] private BoundUserInterface _userInterface; [ViewVariables] private ContainerSlot _beakerContainer; [ViewVariables] private string _packPrototypeId; [ViewVariables] private bool HasBeaker => _beakerContainer.ContainedEntity != null; [ViewVariables] private ReagentUnit _dispenseAmount = ReagentUnit.New(10); [ViewVariables] private SolutionComponent Solution => _beakerContainer.ContainedEntity.GetComponent(); private PowerReceiverComponent _powerReceiver; private bool Powered => _powerReceiver.Powered; /// /// 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(); _userInterface = Owner.GetComponent() .GetBoundUserInterface(ReagentDispenserUiKey.Key); _userInterface.OnReceiveMessage += OnUiReceiveMessage; _beakerContainer = ContainerManagerComponent.Ensure($"{Name}-reagentContainerContainer", Owner); _powerReceiver = Owner.GetComponent(); 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; var prototypeManager = IoCManager.Resolve(); if (!prototypeManager.TryIndex(_packPrototypeId, out ReagentDispenserInventoryPrototype packPrototype)) { return; } foreach (var entry in packPrototype.Inventory) { Inventory.Add(new ReagentDispenserInventoryEntry(entry)); } } /// /// 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(!PlayerCanUseDispenser(obj.Session.AttachedEntity)) return; var msg = (UiButtonPressedMessage) obj.Message; 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) { //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 (!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(false, ReagentUnit.New(0), ReagentUnit.New(0), "", Inventory, Owner.Name, null, _dispenseAmount); } var solution = beaker.GetComponent(); return new ReagentDispenserBoundUserInterfaceState(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)) { _notifyManager.PopupMessage(Owner.Transform.GridPosition, args.User, _localizationManager.GetString("You have no hands.")); return; } if (!Powered) 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. /// bool IInteractUsing.InteractUsing(InteractUsingEventArgs args) { if (!args.User.TryGetComponent(out IHandsComponent hands)) { _notifyManager.PopupMessage(Owner.Transform.GridPosition, args.User, _localizationManager.GetString("You have no hands.")); return true; } var activeHandEntity = hands.GetActiveHand.Owner; if (activeHandEntity.TryGetComponent(out var solution)) { if (HasBeaker) { _notifyManager.PopupMessage(Owner.Transform.GridPosition, args.User, _localizationManager.GetString("This dispenser already has a container in it.")); } else if ((solution.Capabilities & SolutionCaps.FitsInDispenser) == 0) { //If it can't fit in the dispenser, don't put it in. For example, buckets and mop buckets can't fit. _notifyManager.PopupMessage(Owner.Transform.GridPosition, args.User, _localizationManager.GetString("That can't fit in the dispenser.")); } else { _beakerContainer.Insert(activeHandEntity); UpdateUserInterface(); } } else { _notifyManager.PopupMessage(Owner.Transform.GridPosition, args.User, _localizationManager.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)); } } }