Files
tbd-station-14/Content.Server/GameObjects/Components/Nutrition/FoodComponent.cs
Paul Ritter 5c50b1f6ed Serialization v3 content PR (#3491)
* serv3 in shared pt 1

* beginning of deepclone api

* progress in implementing ideepclone & serv3 in content

* adds target

* its cant hurt you it cant hurt you

* more changes to content.server

* adds dataclasses

* almost there

* renamed & edited entry

* finishes refactoring content to use serv3

* gasmixture runtimes, next: reagentunit

* fucin hell that was an annoying one

* adds flags

* fixes some yaml errors

* removes comment

* fixes generic components for now

* removes todo
actually clones values my god paul
fixes bug involving resolving custom data classes from other proj
renames dataclass
fixes spritecomp
adds WithFormat.Constants support

* adds deepclone to ResistanceSet

* adds a bunch of deepclone implementations
adds a deepclone analyzer (TODO)
adds a deep clone fallback for classes & structs

* fixes a bunch of runtimes

* adds deepclone to entityuid

* adds generator to sln

* gets rid of warnings

* fixes

* argh

* componentdata refactors

* more deepclone impl

* heck me i reworked all of content deepclone

* renames custom dataclasstarget

* misc

* reworks prototypes

* deepclone nuke

* renamed customdataclass attribute

* fixes everything

* misc fixed

* the killcommit

* getting there

* changed yamlfieldattribute namespace

* adds back iselfserialize

* renames everything to data(field/definition)

* ouch

* Fix most errors on content

* Fix more errors in content

* Fix some components

* work on tests

* fixes some customdataclasses

* fuggin shit

* yes

* yeas

* Remove data classes

* Data field naming fixes

* arg

* Git resetti RobustToolbox

* Merge fixes

* General fixes

* Fix startup serialization errors

* Fix DamageContainerPrototype when supported classes or types are null

* Implement construction graph step type serializer

* Fix up construction serialization

* Fix up construction serialization part 2

* Fix null list in technology database component

* Fix body serialization

* Fix entity storage serialization

* Fix actions serialization

* Fix AI serialization

* Fix reaction serialization

* Fix body serialization

* Fix grid atmosphere serialization

* Rename IServ3Manager to ISerializationManager

* Convert every non generic serializer to the new format, general fixes

* Serialization and body system fix

* pushinheritance fix

* Update all prototypes to have a parent and have consistent id/parent properties

* Merge fixes

* smh my head

* cuddling slaps

* Content commit for engine PR

* stuff

* more fixes

* argh

* yes even you are fixed

* changelog fixes

* fixes seeds

* argh

* Test fixes

* Add writing for alert order prototype

* Fix alert order writing

* FIX

* its been alot ok

* Fix the rest of the visualizers

* Fix server alerts component tests

* Fix alert prototype tests not using the read value

* Fix alert prototype tests initializing serialization multiple times

* THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA

* Add ImplicitDataDefinitionForInheritors to IMechanismBehavior
Fixes the behaviors not being found

* Fix NRE in strap component
Good night to the 1 buckle optimization

* Fix clothing component slot flags serialization tag

* Fix body component in all components test

* Merge fixes

* ffs

* Make construction graph prototype use serialization hooks

* human yaml linted

* a

* Do the thing for construction

* stuff

* a

* monke see yaml linter

* LINT HARDER

* Remove redundant todo

* yes

* Add skip hook argument to readers and copiers

* we gamin

* test/datafield fixes

* adds more verbose validation

* moves linter to action

* Improve construction graph step type serializer error message

* Fix ammo box component NRE

* gamin

* some updates to the linter

* yes

* removes that test

* misc fixes

* array fix
priority fix
misc fixes

* adds proper info the validation

* adds alwaysrelevant usa

* Make yaml linter take half as long to run (~50% less)

* Make yaml linter 5 times faster (~80% less execution time)

* based vera being based

* fixes mapsaving

* warning cleanup & moves surpressor

* removes old msbuild targets

* Revert "Make yaml linter 5 times faster (~80% less execution time)"

This reverts commit 3e6091359a26252c3e98828199553de668031c63.

* Add -nowarn to yaml linter run configuration

* Improve yaml linter message feedback

* Make dependencies an argument instead of a property on the serialization manager

* yamllinting slaps

* Clean up type serializers

* Move yaml linter code to its own method

* Fix yaml errors

* Change yaml linter action name and remove -nowarn

* yaml linter please shut

* Git resetti robust toolbox

Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2021-03-05 01:08:38 +01:00

214 lines
6.8 KiB
C#

#nullable enable
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Body.Behavior;
using Content.Server.GameObjects.Components.Chemistry;
using Content.Server.GameObjects.Components.Culinary;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Shared.Chemistry;
using Content.Shared.GameObjects.Components.Body;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Content.Shared.Utility;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Nutrition
{
[RegisterComponent]
[ComponentReference(typeof(IAfterInteract))]
public class FoodComponent : Component, IUse, IAfterInteract
{
[Dependency] private readonly IEntitySystemManager _entitySystem = default!;
public override string Name => "Food";
[ViewVariables] [DataField("useSound")] protected virtual string UseSound { get; set; } = "/Audio/Items/eatfood.ogg";
[ViewVariables] [DataField("trash")] protected virtual string? TrashPrototype { get; set; }
[ViewVariables] [DataField("transferAmount")] protected virtual ReagentUnit TransferAmount { get; set; } = ReagentUnit.New(5);
[DataField("utensilsNeeded")] private UtensilType _utensilsNeeded = UtensilType.None;
[ViewVariables]
public int UsesRemaining
{
get
{
if (!Owner.TryGetComponent(out SolutionContainerComponent? solution))
{
return 0;
}
return solution.CurrentVolume == 0
? 0
: Math.Max(1, (int)Math.Ceiling((solution.CurrentVolume / TransferAmount).Float()));
}
}
public override void Initialize()
{
base.Initialize();
Owner.EnsureComponentWarn<SolutionContainerComponent>();
}
bool IUse.UseEntity(UseEntityEventArgs eventArgs)
{
if (_utensilsNeeded != UtensilType.None)
{
eventArgs.User.PopupMessage(Loc.GetString("food-you-need-utensil", ("utensil", _utensilsNeeded)));
return false;
}
return TryUseFood(eventArgs.User, null);
}
// Feeding someone else
async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
{
if (eventArgs.Target == null)
{
return false;
}
TryUseFood(eventArgs.User, eventArgs.Target);
return true;
}
public virtual bool TryUseFood(IEntity? user, IEntity? target, UtensilComponent? utensilUsed = null)
{
if (!Owner.TryGetComponent(out SolutionContainerComponent? solution))
{
return false;
}
if (user == null)
{
return false;
}
if (UsesRemaining <= 0)
{
user.PopupMessage(Loc.GetString("{0:TheName} is empty!", Owner));
return false;
}
var trueTarget = target ?? user;
if (!trueTarget.TryGetComponent(out IBody? body) ||
!body.TryGetMechanismBehaviors<StomachBehavior>(out var stomachs))
{
return false;
}
var utensils = utensilUsed != null
? new List<UtensilComponent> {utensilUsed}
: null;
if (_utensilsNeeded != UtensilType.None)
{
utensils = new List<UtensilComponent>();
var types = UtensilType.None;
if (user.TryGetComponent(out HandsComponent? hands))
{
foreach (var item in hands.GetAllHeldItems())
{
if (!item.Owner.TryGetComponent(out UtensilComponent? utensil))
{
continue;
}
utensils.Add(utensil);
types |= utensil.Types;
}
}
if (!types.HasFlag(_utensilsNeeded))
{
trueTarget.PopupMessage(user, Loc.GetString("food-you-need-to-hold-utensil", ("utensil", _utensilsNeeded)));
return false;
}
}
if (!user.InRangeUnobstructed(trueTarget, popup: true))
{
return false;
}
var transferAmount = ReagentUnit.Min(TransferAmount, solution.CurrentVolume);
var split = solution.SplitSolution(transferAmount);
var firstStomach = stomachs.FirstOrDefault(stomach => stomach.CanTransferSolution(split));
if (firstStomach == null)
{
trueTarget.PopupMessage(user, Loc.GetString("You can't eat any more!"));
return false;
}
// TODO: Account for partial transfer.
split.DoEntityReaction(trueTarget, ReactionMethod.Ingestion);
firstStomach.TryTransferSolution(split);
_entitySystem.GetEntitySystem<AudioSystem>()
.PlayFromEntity(UseSound, trueTarget, AudioParams.Default.WithVolume(-1f));
trueTarget.PopupMessage(user, Loc.GetString("Nom"));
// If utensils were used
if (utensils != null)
{
foreach (var utensil in utensils)
{
utensil.TryBreak(user);
}
}
if (UsesRemaining > 0)
{
return true;
}
if (string.IsNullOrEmpty(TrashPrototype))
{
Owner.Delete();
return true;
}
//We're empty. Become trash.
var position = Owner.Transform.Coordinates;
var finisher = Owner.EntityManager.SpawnEntity(TrashPrototype, position);
// If the user is holding the item
if (user.TryGetComponent(out HandsComponent? handsComponent) &&
handsComponent.IsHolding(Owner))
{
Owner.Delete();
// Put the trash in the user's hand
if (finisher.TryGetComponent(out ItemComponent? item) &&
handsComponent.CanPutInHand(item))
{
handsComponent.PutInHand(item);
}
}
else
{
Owner.Delete();
}
return true;
}
}
}