#nullable enable
using System;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Body.Circulatory;
using Content.Shared.Chemistry;
using Content.Shared.GameObjects.Components.Chemistry;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Content.Shared.Utility;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Chemistry
{
///
/// Server behavior for reagent injectors and syringes. Can optionally support both
/// injection and drawing or just injection. Can inject/draw reagents from solution
/// containers, and can directly inject into a mobs bloodstream.
///
[RegisterComponent]
public class InjectorComponent : SharedInjectorComponent, IAfterInteract, IUse, ISolutionChange
{
///
/// Whether or not the injector is able to draw from containers or if it's a single use
/// device that can only inject.
///
[ViewVariables] private bool _injectOnly;
///
/// Amount to inject or draw on each usage. If the injector is inject only, it will
/// attempt to inject it's entire contents upon use.
///
[ViewVariables] private ReagentUnit _transferAmount;
///
/// Initial storage volume of the injector
///
[ViewVariables] private ReagentUnit _initialMaxVolume;
private InjectorToggleMode _toggleState;
///
/// The state of the injector. Determines it's attack behavior. Containers must have the
/// right SolutionCaps to support injection/drawing. For InjectOnly injectors this should
/// only ever be set to Inject
///
[ViewVariables(VVAccess.ReadWrite)]
public InjectorToggleMode ToggleState
{
get => _toggleState;
set
{
_toggleState = value;
Dirty();
}
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _injectOnly, "injectOnly", false);
serializer.DataField(ref _initialMaxVolume, "initialMaxVolume", ReagentUnit.New(15));
serializer.DataField(ref _transferAmount, "transferAmount", ReagentUnit.New(5));
serializer.DataField(ref _toggleState, "toggleState",
_injectOnly ? InjectorToggleMode.Inject : InjectorToggleMode.Draw);
}
protected override void Startup()
{
base.Startup();
Dirty();
}
///
/// Toggle between draw/inject state if applicable
///
private void Toggle(IEntity user)
{
if (_injectOnly)
{
return;
}
string msg;
switch (ToggleState)
{
case InjectorToggleMode.Inject:
ToggleState = InjectorToggleMode.Draw;
msg = "Now drawing";
break;
case InjectorToggleMode.Draw:
ToggleState = InjectorToggleMode.Inject;
msg = "Now injecting";
break;
default:
throw new ArgumentOutOfRangeException();
}
Owner.PopupMessage(user, Loc.GetString(msg));
}
///
/// Called when clicking on entities while holding in active hand
///
///
async Task IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
{
if (!eventArgs.InRangeUnobstructed(ignoreInsideBlocker: true, popup: true))
return false;
//Make sure we have the attacking entity
if (eventArgs.Target == null || !Owner.HasComponent())
{
return false;
}
var targetEntity = eventArgs.Target;
// Handle injecting/drawing for solutions
if (targetEntity.TryGetComponent(out var targetSolution))
{
if (ToggleState == InjectorToggleMode.Inject)
{
if (targetSolution.CanInject)
{
TryInject(targetSolution, eventArgs.User);
}
else
{
eventArgs.User.PopupMessage(eventArgs.User,
Loc.GetString("You aren't able to transfer to {0:theName}!", targetSolution.Owner));
}
}
else if (ToggleState == InjectorToggleMode.Draw)
{
if (targetSolution.CanDraw)
{
TryDraw(targetSolution, eventArgs.User);
}
else
{
eventArgs.User.PopupMessage(eventArgs.User,
Loc.GetString("You aren't able to draw from {0:theName}!", targetSolution.Owner));
}
}
}
// Handle injecting into bloodstream
else if (targetEntity.TryGetComponent(out BloodstreamComponent? bloodstream) &&
ToggleState == InjectorToggleMode.Inject)
{
TryInjectIntoBloodstream(bloodstream, eventArgs.User);
}
return true;
}
///
/// Called when use key is pressed when held in active hand
///
///
///
bool IUse.UseEntity(UseEntityEventArgs eventArgs)
{
Toggle(eventArgs.User);
return true;
}
private void TryInjectIntoBloodstream(BloodstreamComponent targetBloodstream, IEntity user)
{
if (!Owner.TryGetComponent(out SolutionContainerComponent? solution) || solution.CurrentVolume == 0)
{
return;
}
// Get transfer amount. May be smaller than _transferAmount if not enough room
var realTransferAmount = ReagentUnit.Min(_transferAmount, targetBloodstream.EmptyVolume);
if (realTransferAmount <= 0)
{
Owner.PopupMessage(user,
Loc.GetString("You aren't able to inject {0:theName}!", targetBloodstream.Owner));
return;
}
// Move units from attackSolution to targetSolution
var removedSolution = solution.SplitSolution(realTransferAmount);
if (!solution.CanAddSolution(removedSolution))
{
return;
}
// TODO: Account for partial transfer.
removedSolution.DoEntityReaction(solution.Owner, ReactionMethod.Injection);
solution.TryAddSolution(removedSolution);
removedSolution.DoEntityReaction(targetBloodstream.Owner, ReactionMethod.Injection);
Owner.PopupMessage(user,
Loc.GetString("You inject {0}u into {1:theName}!", removedSolution.TotalVolume,
targetBloodstream.Owner));
Dirty();
AfterInject();
}
private void TryInject(ISolutionInteractionsComponent targetSolution, IEntity user)
{
if (!Owner.TryGetComponent(out SolutionContainerComponent? solution) || solution.CurrentVolume == 0)
{
return;
}
// Get transfer amount. May be smaller than _transferAmount if not enough room
var realTransferAmount = ReagentUnit.Min(_transferAmount, targetSolution.InjectSpaceAvailable);
if (realTransferAmount <= 0)
{
Owner.PopupMessage(user, Loc.GetString("{0:theName} is already full!", targetSolution.Owner));
return;
}
// Move units from attackSolution to targetSolution
var removedSolution = solution.SplitSolution(realTransferAmount);
removedSolution.DoEntityReaction(targetSolution.Owner, ReactionMethod.Injection);
targetSolution.Inject(removedSolution);
Owner.PopupMessage(user,
Loc.GetString("You transfer {0}u to {1:theName}", removedSolution.TotalVolume, targetSolution.Owner));
Dirty();
AfterInject();
}
private void AfterInject()
{
// Automatically set syringe to draw after completely draining it.
if (Owner.GetComponent().CurrentVolume == 0)
{
ToggleState = InjectorToggleMode.Draw;
}
}
private void TryDraw(ISolutionInteractionsComponent targetSolution, IEntity user)
{
if (!Owner.TryGetComponent(out SolutionContainerComponent? solution) || solution.EmptyVolume == 0)
{
return;
}
// Get transfer amount. May be smaller than _transferAmount if not enough room
var realTransferAmount = ReagentUnit.Min(_transferAmount, targetSolution.DrawAvailable);
if (realTransferAmount <= 0)
{
Owner.PopupMessage(user, Loc.GetString("{0:theName} is empty!", targetSolution.Owner));
return;
}
// Move units from attackSolution to targetSolution
var removedSolution = targetSolution.Draw(realTransferAmount);
if (!solution.TryAddSolution(removedSolution))
{
return;
}
Owner.PopupMessage(user,
Loc.GetString("Drew {0}u from {1:theName}", removedSolution.TotalVolume, targetSolution.Owner));
Dirty();
AfterDraw();
}
private void AfterDraw()
{
// Automatically set syringe to inject after completely filling it.
if (Owner.GetComponent().EmptyVolume == 0)
{
ToggleState = InjectorToggleMode.Inject;
}
}
void ISolutionChange.SolutionChanged(SolutionChangeEventArgs eventArgs)
{
Dirty();
}
public override ComponentState GetComponentState()
{
Owner.TryGetComponent(out SolutionContainerComponent? solution);
var currentVolume = solution?.CurrentVolume ?? ReagentUnit.Zero;
var maxVolume = solution?.MaxVolume ?? ReagentUnit.Zero;
return new InjectorComponentState(currentVolume, maxVolume, ToggleState);
}
}
}