Files
tbd-station-14/Content.Server/GameObjects/Components/Chemistry/InjectorComponent.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

303 lines
11 KiB
C#

#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.Localization;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Chemistry
{
/// <summary>
/// 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.
/// </summary>
[RegisterComponent]
public class InjectorComponent : SharedInjectorComponent, IAfterInteract, IUse, ISolutionChange
{
/// <summary>
/// Whether or not the injector is able to draw from containers or if it's a single use
/// device that can only inject.
/// </summary>
[ViewVariables]
[DataField("injectOnly")]
private bool _injectOnly;
/// <summary>
/// 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.
/// </summary>
[ViewVariables]
[DataField("transferAmount")]
private ReagentUnit _transferAmount = ReagentUnit.New(5);
/// <summary>
/// Initial storage volume of the injector
/// </summary>
[ViewVariables]
[DataField("initialMaxVolume")]
private ReagentUnit _initialMaxVolume = ReagentUnit.New(15);
private InjectorToggleMode _toggleState;
/// <summary>
/// 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
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public InjectorToggleMode ToggleState
{
get => _toggleState;
set
{
_toggleState = value;
Dirty();
}
}
protected override void Startup()
{
base.Startup();
Dirty();
}
/// <summary>
/// Toggle between draw/inject state if applicable
/// </summary>
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));
}
/// <summary>
/// Called when clicking on entities while holding in active hand
/// </summary>
/// <param name="eventArgs"></param>
async Task<bool> 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<SolutionContainerComponent>())
{
return false;
}
var targetEntity = eventArgs.Target;
// Handle injecting/drawing for solutions
if (targetEntity.TryGetComponent<ISolutionInteractionsComponent>(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;
}
/// <summary>
/// Called when use key is pressed when held in active hand
/// </summary>
/// <param name="eventArgs"></param>
/// <returns></returns>
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<SolutionContainerComponent>().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<SolutionContainerComponent>().EmptyVolume == 0)
{
ToggleState = InjectorToggleMode.Inject;
}
}
void ISolutionChange.SolutionChanged(SolutionChangeEventArgs eventArgs)
{
Dirty();
}
public override ComponentState GetComponentState(ICommonSession player)
{
Owner.TryGetComponent(out SolutionContainerComponent? solution);
var currentVolume = solution?.CurrentVolume ?? ReagentUnit.Zero;
var maxVolume = solution?.MaxVolume ?? ReagentUnit.Zero;
return new InjectorComponentState(currentVolume, maxVolume, ToggleState);
}
}
}