* 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>
371 lines
14 KiB
C#
371 lines
14 KiB
C#
#nullable enable
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using System;
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using System.Linq;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Chemistry;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.Components.Power.ApcNetComponents;
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using Content.Server.Interfaces.GameObjects.Components.Items;
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using Content.Server.Utility;
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using Content.Shared.Chemistry;
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using Content.Shared.GameObjects.Components.Tag;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Shared.Kitchen;
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using Content.Shared.Utility;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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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.Kitchen
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{
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/// <summary>
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/// The combo reagent grinder/juicer. The reason why grinding and juicing are seperate is simple,
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/// think of grinding as a utility to break an object down into its reagents. Think of juicing as
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/// converting something into its single juice form. E.g, grind an apple and get the nutriment and sugar
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/// it contained, juice an apple and get "apple juice".
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/// </summary>
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[RegisterComponent]
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[ComponentReference(typeof(IActivate))]
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public class ReagentGrinderComponent : SharedReagentGrinderComponent, IActivate, IInteractUsing
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{
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private AudioSystem _audioSystem = default!;
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[ViewVariables] private ContainerSlot _beakerContainer = default!;
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/// <summary>
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/// Can be null since we won't always have a beaker in the grinder.
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/// </summary>
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[ViewVariables] private SolutionContainerComponent? _heldBeaker = default!;
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/// <summary>
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/// Contains the things that are going to be ground or juiced.
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/// </summary>
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[ViewVariables] private Container _chamber = default!;
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[ViewVariables] private bool ChamberEmpty => _chamber.ContainedEntities.Count <= 0;
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[ViewVariables] private bool HasBeaker => _beakerContainer.ContainedEntity != null;
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[ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(ReagentGrinderUiKey.Key);
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private bool Powered => !Owner.TryGetComponent(out PowerReceiverComponent? receiver) || receiver.Powered;
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/// <summary>
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/// Should the BoundUI be told to update?
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/// </summary>
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private bool _uiDirty = true;
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/// <summary>
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/// Is the machine actively doing something and can't be used right now?
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/// </summary>
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private bool _busy = false;
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//YAML serialization vars
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[ViewVariables(VVAccess.ReadWrite)] [DataField("chamberCapacity")] private int _storageCap = 16;
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[ViewVariables(VVAccess.ReadWrite)] [DataField("workTime")] private int _workTime = 3500; //3.5 seconds, completely arbitrary for now.
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public override void Initialize()
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{
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base.Initialize();
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//A slot for the beaker where the grounds/juices will go.
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_beakerContainer =
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ContainerHelpers.EnsureContainer<ContainerSlot>(Owner, $"{Name}-reagentContainerContainer");
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//A container for the things that WILL be ground/juiced. Useful for ejecting them instead of deleting them from the hands of the user.
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_chamber =
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ContainerHelpers.EnsureContainer<Container>(Owner, $"{Name}-entityContainerContainer");
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if (UserInterface != null)
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{
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UserInterface.OnReceiveMessage += UserInterfaceOnReceiveMessage;
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}
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_audioSystem = EntitySystem.Get<AudioSystem>();
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}
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public override void HandleMessage(ComponentMessage message, IComponent? component)
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{
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base.HandleMessage(message, component);
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switch (message)
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{
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case PowerChangedMessage powerChanged:
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OnPowerStateChanged(powerChanged);
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break;
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}
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}
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public override void OnRemove()
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{
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base.OnRemove();
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if (UserInterface != null)
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{
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UserInterface.OnReceiveMessage -= UserInterfaceOnReceiveMessage;
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}
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}
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private void UserInterfaceOnReceiveMessage(ServerBoundUserInterfaceMessage message)
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{
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if(_busy)
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{
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return;
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}
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switch(message.Message)
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{
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case ReagentGrinderGrindStartMessage msg:
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if (!Powered) break;
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ClickSound();
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DoWork(message.Session.AttachedEntity!, GrinderProgram.Grind);
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break;
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case ReagentGrinderJuiceStartMessage msg:
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if (!Powered) break;
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ClickSound();
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DoWork(message.Session.AttachedEntity!, GrinderProgram.Juice);
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break;
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case ReagentGrinderEjectChamberAllMessage msg:
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if(!ChamberEmpty)
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{
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ClickSound();
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for (var i = _chamber.ContainedEntities.Count - 1; i >= 0; i--)
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{
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EjectSolid(_chamber.ContainedEntities.ElementAt(i).Uid);
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}
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}
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break;
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case ReagentGrinderEjectChamberContentMessage msg:
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if (!ChamberEmpty)
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{
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EjectSolid(msg.EntityID);
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ClickSound();
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_uiDirty = true;
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}
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break;
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case ReagentGrinderEjectBeakerMessage msg:
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ClickSound();
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EjectBeaker(message.Session.AttachedEntity);
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//EjectBeaker will dirty the UI for us, we don't have to do it explicitly here.
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break;
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}
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}
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private void OnPowerStateChanged(PowerChangedMessage e)
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{
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_uiDirty = true;
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}
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private void ClickSound()
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{
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_audioSystem.PlayFromEntity("/Audio/Machines/machine_switch.ogg", Owner, AudioParams.Default.WithVolume(-2f));
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}
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private void SetAppearance()
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{
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if (Owner.TryGetComponent(out AppearanceComponent? appearance))
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{
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appearance.SetData(ReagentGrinderVisualState.BeakerAttached, HasBeaker);
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}
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}
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public void OnUpdate()
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{
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if(_uiDirty)
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{
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UpdateInterface();
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_uiDirty = false;
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}
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}
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// This doesn't check for UI dirtiness so handle that when calling this.
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private void UpdateInterface()
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{
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bool canJuice = false;
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bool canGrind = false;
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if (HasBeaker)
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{
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foreach (var entity in _chamber.ContainedEntities)
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{
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if (!canJuice && entity.HasComponent<JuiceableComponent>()) canJuice = true;
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if (!canGrind && entity.HasTag("Grindable")) canGrind = true;
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if (canJuice && canGrind) break;
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}
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}
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UserInterface?.SetState(new ReagentGrinderInterfaceState
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(
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_busy,
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HasBeaker,
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Powered,
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canJuice,
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canGrind,
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_chamber.ContainedEntities.Select(item => item.Uid).ToArray(),
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//Remember the beaker can be null!
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_heldBeaker?.Solution.Contents.ToArray()
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));
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_uiDirty = false;
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}
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private void EjectSolid(EntityUid entityID)
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{
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if (_busy)
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return;
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if (Owner.EntityManager.TryGetEntity(entityID, out var entity))
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{
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_chamber.Remove(entity);
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//Give the ejected entity a tiny bit of offset so each one is apparent in case of a big stack,
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//but (hopefully) not enough to clip it through a solid (wall).
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entity.RandomOffset(0.4f);
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}
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_uiDirty = true;
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}
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/// <summary>
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/// Tries to eject whatever is in the beaker slot. Puts the item in the user's hands or failing that on top
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/// of the grinder.
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/// </summary>
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private void EjectBeaker(IEntity? user)
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{
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if (!HasBeaker || _heldBeaker == null || _busy)
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return;
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var beaker = _beakerContainer.ContainedEntity;
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if(beaker is null)
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return;
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_beakerContainer.Remove(beaker);
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if (user == null || !user.TryGetComponent<HandsComponent>(out var hands) || !_heldBeaker.Owner.TryGetComponent<ItemComponent>(out var item))
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return;
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hands.PutInHandOrDrop(item);
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_heldBeaker = null;
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_uiDirty = true;
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SetAppearance();
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}
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void IActivate.Activate(ActivateEventArgs eventArgs)
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{
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if (!eventArgs.User.TryGetComponent(out IActorComponent? actor))
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{
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return;
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}
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_uiDirty = true;
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UserInterface?.Toggle(actor.playerSession);
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}
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async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
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{
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if (!eventArgs.User.TryGetComponent(out IHandsComponent? hands))
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("You have no hands."));
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return true;
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}
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IEntity heldEnt = eventArgs.Using;
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//First, check if user is trying to insert a beaker.
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//No promise it will be a beaker right now, but whatever.
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//Maybe this should whitelist "beaker" in the prototype id of heldEnt?
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if(heldEnt.TryGetComponent(out SolutionContainerComponent? beaker) && beaker.Capabilities.HasFlag(SolutionContainerCaps.FitsInDispenser))
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{
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_beakerContainer.Insert(heldEnt);
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_heldBeaker = beaker;
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_uiDirty = true;
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//We are done, return. Insert the beaker and exit!
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SetAppearance();
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ClickSound();
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return true;
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}
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//Next, see if the user is trying to insert something they want to be ground/juiced.
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if(!heldEnt.HasTag("Grindable") && !heldEnt.TryGetComponent(out JuiceableComponent? juice))
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{
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//Entity did NOT pass the whitelist for grind/juice.
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//Wouldn't want the clown grinding up the Captain's ID card now would you?
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//Why am I asking you? You're biased.
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return false;
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}
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//Cap the chamber. Don't want someone putting in 500 entities and ejecting them all at once.
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//Maybe I should have done that for the microwave too?
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if (_chamber.ContainedEntities.Count >= _storageCap)
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{
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return false;
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}
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if (!_chamber.Insert(heldEnt))
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return false;
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_uiDirty = true;
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return true;
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}
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/// <summary>
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/// The wzhzhzh of the grinder. Processes the contents of the grinder and puts the output in the beaker.
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/// </summary>
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/// <param name="isJuiceIntent">true for wanting to juice, false for wanting to grind.</param>
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private async void DoWork(IEntity user, GrinderProgram program)
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{
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//Have power, are we busy, chamber has anything to grind, a beaker for the grounds to go?
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if(!Powered || _busy || ChamberEmpty || !HasBeaker || _heldBeaker == null)
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{
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return;
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}
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_busy = true;
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UserInterface?.SendMessage(new ReagentGrinderWorkStartedMessage(program));
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switch (program)
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{
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case GrinderProgram.Grind:
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_audioSystem.PlayFromEntity("/Audio/Machines/blender.ogg", Owner, AudioParams.Default);
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//Get each item inside the chamber and get the reagents it contains. Transfer those reagents to the beaker, given we have one in.
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Owner.SpawnTimer(_workTime, (Action) (() =>
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{
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foreach (var item in _chamber.ContainedEntities.ToList())
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{
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if (!item.HasTag("Grindable")) continue;
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if (!item.TryGetComponent<SolutionContainerComponent>(out var solution)) continue;
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if (_heldBeaker.CurrentVolume + solution.CurrentVolume > _heldBeaker.MaxVolume) continue;
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_heldBeaker.TryAddSolution(solution.Solution);
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solution.RemoveAllSolution();
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item.Delete();
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}
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_busy = false;
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_uiDirty = true;
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UserInterface?.SendMessage(new ReagentGrinderWorkCompleteMessage());
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}));
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break;
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case GrinderProgram.Juice:
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_audioSystem.PlayFromEntity("/Audio/Machines/juicer.ogg", Owner, AudioParams.Default);
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Owner.SpawnTimer(_workTime, (Action) (() =>
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{
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foreach (var item in _chamber.ContainedEntities.ToList())
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{
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if (!item.TryGetComponent<JuiceableComponent>(out var juiceMe)) continue;
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if (_heldBeaker.CurrentVolume + juiceMe.JuiceResultSolution.TotalVolume > _heldBeaker.MaxVolume) continue;
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_heldBeaker.TryAddSolution(juiceMe.JuiceResultSolution);
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item.Delete();
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}
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UserInterface?.SendMessage(new ReagentGrinderWorkCompleteMessage());
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_busy = false;
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_uiDirty = true;
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}));
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break;
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}
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}
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}
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}
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