* A big hecking chemistry-related refactor. Changed SolutionContainerCaps. It now describes "stock" behavior for interacting with solutions that is pre-implemented by SolutionContainerComponent. As such things like syringes do not check it anymore (on themselves) to see "can we remove reagent from ourselves". That's assumed by it... being a syringe. SolutionContainerCaps now has different flags more accurately describing possible reagent interaction behaviors. ISolutionInteractionsComponent is the interface that describes the common behaviors like "what happens when injected with a syringe". This is implemented by SolutionContainerComponent but could be implemented by other classes. One notable example that drove me to making this interface was the /vg/station circuit imprinter which splits reagent poured in into its two reservoir beakers. Having this interface allows us to do this "proxying" behavior hack-free. (the hacks in /vg/ code were somewhat dirty...). PourableComponent has been replaced SolutionTransferComponent. It now describes both give-and-take behavior for the common reagent containers. This is in line with /vg/'s /obj/item/weapon/reagent_containers architecture. "Taking" in this context is ONLY from reagent tanks like fuel tanks. Oh, should I mention that fuel tanks and such have a proper component now? They do. Because of this behavioral change, reagent tanks DO NOT have Pourable anymore. Removing from reagent tanks is now in the hands of the item used on them. Welders and fire extinguishers now have code for removing from them. This sounds bad at first but remember that all have quite unique behavior related to this: Welders cause explosions if lit and can ONLY be fueled at fuel tanks. Extinguishers can be filled at any tank, etc... The code for this is also simpler due to ISolutionInteractionsComponent now so... IAfterInteract now works like IInteractUsing with the Priority levels and "return true to block further handlers" behavior. This was necessary to make extinguishers prioritize taking from tanks over spraying. Explicitly coded interactions like welders refueling also means they refuse instantly to full now, which they didn't before. And it plays the sound. Etc... Probably more stuff I'm forgetting. * Review improvements.
63 lines
2.3 KiB
C#
63 lines
2.3 KiB
C#
#nullable enable
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using Content.Server.GameObjects.Components.Stack;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Shared.Utility;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components.Transform;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.IoC;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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using System.Threading.Tasks;
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namespace Content.Server.GameObjects.Components.Power
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{
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[RegisterComponent]
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internal class WirePlacerComponent : Component, IAfterInteract
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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/// <inheritdoc />
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public override string Name => "WirePlacer";
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[ViewVariables]
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private string? _wirePrototypeID;
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[ViewVariables]
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private WireType _blockingWireType;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _wirePrototypeID, "wirePrototypeID", "HVWire");
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serializer.DataField(ref _blockingWireType, "blockingWireType", WireType.HighVoltage);
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}
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/// <inheritdoc />
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public async Task<bool> AfterInteract(AfterInteractEventArgs eventArgs)
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{
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if (_wirePrototypeID == null)
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return true;
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if (!eventArgs.InRangeUnobstructed(ignoreInsideBlocker: true, popup: true))
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return true;
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if(!_mapManager.TryGetGrid(eventArgs.ClickLocation.GetGridId(Owner.EntityManager), out var grid))
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return true;
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var snapPos = grid.SnapGridCellFor(eventArgs.ClickLocation, SnapGridOffset.Center);
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var snapCell = grid.GetSnapGridCell(snapPos, SnapGridOffset.Center);
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if(grid.GetTileRef(snapPos).Tile.IsEmpty)
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return true;
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foreach (var snapComp in snapCell)
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{
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if (snapComp.Owner.TryGetComponent<WireComponent>(out var wire) && wire.WireType == _blockingWireType)
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{
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return true;
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}
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}
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if (Owner.TryGetComponent<StackComponent>(out var stack) && !stack.Use(1))
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return true;
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Owner.EntityManager.SpawnEntity(_wirePrototypeID, grid.GridTileToLocal(snapPos));
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return true;
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}
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}
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}
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