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

140 lines
4.8 KiB
C#

using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.Mobs.State;
using Content.Server.GameObjects.EntitySystems;
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 Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Maths;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
#nullable enable
namespace Content.Server.GameObjects.Components.Chemistry
{
[RegisterComponent]
public sealed class HyposprayComponent : SharedHyposprayComponent, IAttack, ISolutionChange, IAfterInteract
{
[DataField("ClumsyFailChance")]
[ViewVariables(VVAccess.ReadWrite)]
public float ClumsyFailChance { get; set; } = 0.5f;
[DataField("TransferAmount")]
[ViewVariables(VVAccess.ReadWrite)]
public ReagentUnit TransferAmount { get; set; } = ReagentUnit.New(5);
[ComponentDependency] private readonly SolutionContainerComponent? _solution = default!;
public override void Initialize()
{
base.Initialize();
Dirty();
}
bool IAttack.ClickAttack(AttackEventArgs eventArgs)
{
var target = eventArgs.TargetEntity;
var user = eventArgs.User;
return TryDoInject(target, user);
}
async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
{
if (!eventArgs.CanReach)
return false;
return TryDoInject(eventArgs.Target, eventArgs.User);
}
private bool TryDoInject(IEntity? target, IEntity user)
{
if (target == null || !EligibleEntity(target))
return false;
var msgFormat = "You inject {0:TheName}.";
if (target == user)
{
msgFormat = "You inject yourself.";
}
else if (EligibleEntity(user) && ClumsyComponent.TryRollClumsy(user, ClumsyFailChance))
{
msgFormat = "Oops! You injected yourself!";
target = user;
}
if (_solution == null || _solution.CurrentVolume == 0)
{
user.PopupMessageCursor(Loc.GetString("It's empty!"));
return true;
}
user.PopupMessage(Loc.GetString(msgFormat, target));
if (target != user)
{
target.PopupMessage(Loc.GetString("You feel a tiny prick!"));
var meleeSys = EntitySystem.Get<MeleeWeaponSystem>();
var angle = Angle.FromWorldVec(target.Transform.WorldPosition - user.Transform.WorldPosition);
meleeSys.SendLunge(angle, user);
}
EntitySystem.Get<AudioSystem>().PlayFromEntity("/Audio/Items/hypospray.ogg", user);
var targetSolution = target.GetComponent<SolutionContainerComponent>();
// Get transfer amount. May be smaller than _transferAmount if not enough room
var realTransferAmount = ReagentUnit.Min(TransferAmount, targetSolution.EmptyVolume);
if (realTransferAmount <= 0)
{
user.PopupMessage(user, Loc.GetString("{0:TheName} is already full!", targetSolution.Owner));
return true;
}
// Move units from attackSolution to targetSolution
var removedSolution = _solution.SplitSolution(realTransferAmount);
if (!targetSolution.CanAddSolution(removedSolution))
{
return true;
}
removedSolution.DoEntityReaction(target, ReactionMethod.Injection);
targetSolution.TryAddSolution(removedSolution);
static bool EligibleEntity(IEntity entity)
{
// TODO: Does checking for BodyComponent make sense as a "can be hypospray'd" tag?
// In SS13 the hypospray ONLY works on mobs, NOT beakers or anything else.
return entity.HasComponent<SolutionContainerComponent>() && entity.HasComponent<MobStateComponent>();
}
return true;
}
void ISolutionChange.SolutionChanged(SolutionChangeEventArgs eventArgs)
{
Dirty();
}
public override ComponentState GetComponentState(ICommonSession player)
{
if (_solution == null)
return new HyposprayComponentState(ReagentUnit.Zero, ReagentUnit.Zero);
return new HyposprayComponentState(_solution.CurrentVolume, _solution.MaxVolume);
}
}
}