* 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>
123 lines
4.4 KiB
C#
123 lines
4.4 KiB
C#
#nullable enable
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using System.Threading.Tasks;
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using Content.Shared.Chemistry;
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using Content.Shared.GameObjects.Components.Chemistry;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Chemistry
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{
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/// <summary>
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/// Gives click behavior for transferring to/from other reagent containers.
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/// </summary>
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[RegisterComponent]
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public sealed class SolutionTransferComponent : Component, IAfterInteract
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{
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// Behavior is as such:
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// If it's a reagent tank, TAKE reagent.
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// If it's anything else, GIVE reagent.
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// Of course, only if possible.
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public override string Name => "SolutionTransfer";
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/// <summary>
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/// The amount of solution to be transferred from this solution when clicking on other solutions with it.
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/// </summary>
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[DataField("transferAmount")]
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[ViewVariables(VVAccess.ReadWrite)]
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public ReagentUnit TransferAmount { get; set; } = ReagentUnit.New(5);
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/// <summary>
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/// Can this entity take reagent from reagent tanks?
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/// </summary>
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[DataField("canReceive")]
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[ViewVariables(VVAccess.ReadWrite)]
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public bool CanReceive { get; set; } = true;
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/// <summary>
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/// Can this entity give reagent to other reagent containers?
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/// </summary>
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[DataField("canSend")]
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[ViewVariables(VVAccess.ReadWrite)]
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public bool CanSend { get; set; } = true;
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async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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{
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if (!eventArgs.CanReach || eventArgs.Target == null)
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return false;
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if (!Owner.TryGetComponent(out ISolutionInteractionsComponent? ownerSolution))
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return false;
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var target = eventArgs.Target;
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if (!target.TryGetComponent(out ISolutionInteractionsComponent? targetSolution))
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{
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return false;
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}
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if (CanReceive && target.TryGetComponent(out ReagentTankComponent? tank)
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&& ownerSolution.CanRefill && targetSolution.CanDrain)
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{
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var transferred = DoTransfer(targetSolution, ownerSolution, tank.TransferAmount, eventArgs.User);
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if (transferred > 0)
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{
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var toTheBrim = ownerSolution.RefillSpaceAvailable == 0;
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var msg = toTheBrim
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? "You fill {0:TheName} to the brim with {1}u from {2:theName}"
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: "You fill {0:TheName} with {1}u from {2:theName}";
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target.PopupMessage(eventArgs.User, Loc.GetString(msg, Owner, transferred, target));
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return true;
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}
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}
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if (CanSend && targetSolution.CanRefill && ownerSolution.CanDrain)
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{
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var transferred = DoTransfer(ownerSolution, targetSolution, TransferAmount, eventArgs.User);
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if (transferred > 0)
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("You transfer {0}u to {1:theName}.",
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transferred, target));
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return true;
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}
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}
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return true;
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}
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/// <returns>The actual amount transferred.</returns>
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private static ReagentUnit DoTransfer(
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ISolutionInteractionsComponent source,
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ISolutionInteractionsComponent target,
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ReagentUnit amount,
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IEntity user)
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{
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if (source.DrainAvailable == 0)
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{
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source.Owner.PopupMessage(user, Loc.GetString("{0:TheName} is empty!", source.Owner));
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return ReagentUnit.Zero;
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}
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if (target.RefillSpaceAvailable == 0)
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{
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target.Owner.PopupMessage(user, Loc.GetString("{0:TheName} is full!", target.Owner));
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return ReagentUnit.Zero;
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}
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var actualAmount =
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ReagentUnit.Min(amount, ReagentUnit.Min(source.DrainAvailable, target.RefillSpaceAvailable));
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var solution = source.Drain(actualAmount);
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target.Refill(solution);
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return actualAmount;
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}
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}
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}
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