Files
tbd-station-14/Content.Server/GameObjects/Components/Kitchen/ReagentGrinderComponent.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

371 lines
14 KiB
C#

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