* Add basic chemical reaction system What it adds: - Reactions defined in yaml with an arbitrary amount of reactants (can be catalysts), products, and effects. What it doesn't add: - Temperature dependent reactions - Metabolism or other medical/health effects * Add many common SS13 chemicals and reactions Added many of the common SS13 medicines and other chemicals, and their chemical reactions. Note that many of them are lacking their effects since we don't have medical yet. * Add ExplosiveReactionEffect Shows how IReactionEffect can be implemented to have effects that occur with a reaction by adding ExplosionReactionEffect and the potassium + water explosion reaction. * Move ReactionSystem logic into SolutionComponent No need for this to be a system currently so the behavior for reaction checking has been moved into SolutionComponent. Now it only checks for reactions when a reagent or solution is added to a solution. Also fixed a bug with SolutionValidReaction incorrectly returning true. * Move explosion logic out of ExplosiveComponent Allows you to create explosions without needing to add an ExplosiveComponent to an entity first. * Add SolutionComponent.SolutionChanged event. Trigger dispenser ui updates with it. This removes the need for SolutionComponent having a reference to the dispenser it's in. Instead the dispenser subscribes to the event and updates it's UI whenever the event is triggered. * Add forgotten checks `SolutionComponent.TryAddReagent` and `SolutionComponent.TryAddSolution` now check to see if `skipReactionCheck` is false before checking for a chemical reaction to avoid unnecessarily checking themselves for a reaction again when `SolutionComponent.PerformReaction` calls either of them. * Change SolutionComponent.SolutionChanged to an Action The arguments for event handler have no use here, and any class that can access SolutionChanged can access the SolutionComponent so it can just be an Action with no arguments instead.
222 lines
7.8 KiB
C#
222 lines
7.8 KiB
C#
using System;
|
|
using Content.Client.Chat;
|
|
using Content.Client.GameObjects.Components.Actor;
|
|
using Content.Client.GameTicking;
|
|
using Content.Client.Input;
|
|
using Content.Client.Interfaces;
|
|
using Content.Client.Interfaces.Chat;
|
|
using Content.Client.Interfaces.Parallax;
|
|
using Content.Client.Parallax;
|
|
using Content.Client.Sandbox;
|
|
using Content.Client.UserInterface;
|
|
using Content.Shared.GameObjects.Components;
|
|
using Content.Shared.GameObjects.Components.Chemistry;
|
|
using Content.Shared.GameObjects.Components.Markers;
|
|
using Content.Shared.GameObjects.Components.Research;
|
|
using Content.Shared.GameObjects.Components.VendingMachines;
|
|
using Content.Shared.Interfaces;
|
|
using Robust.Client.Interfaces;
|
|
using Robust.Client.Interfaces.Graphics.Overlays;
|
|
using Robust.Client.Interfaces.Input;
|
|
using Robust.Client.Interfaces.UserInterface;
|
|
using Robust.Client.Player;
|
|
using Robust.Shared.ContentPack;
|
|
using Robust.Shared.Interfaces.GameObjects;
|
|
using Robust.Shared.IoC;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Timing;
|
|
|
|
namespace Content.Client
|
|
{
|
|
public class EntryPoint : GameClient
|
|
{
|
|
#pragma warning disable 649
|
|
[Dependency] private readonly IPlayerManager _playerManager;
|
|
[Dependency] private readonly IEscapeMenuOwner _escapeMenuOwner;
|
|
#pragma warning restore 649
|
|
|
|
public override void Init()
|
|
{
|
|
var factory = IoCManager.Resolve<IComponentFactory>();
|
|
var prototypes = IoCManager.Resolve<IPrototypeManager>();
|
|
|
|
factory.DoAutoRegistrations();
|
|
|
|
var registerIgnore = new[]
|
|
{
|
|
"AmmoBox",
|
|
"Breakable",
|
|
"Pickaxe",
|
|
"Interactable",
|
|
"Destructible",
|
|
"Temperature",
|
|
"PowerTransfer",
|
|
"PowerNode",
|
|
"PowerProvider",
|
|
"PowerDevice",
|
|
"PowerStorage",
|
|
"PowerGenerator",
|
|
"Explosive",
|
|
"OnUseTimerTrigger",
|
|
"ToolboxElectricalFill",
|
|
"ToolLockerFill",
|
|
"EmitSoundOnUse",
|
|
"FootstepModifier",
|
|
"HeatResistance",
|
|
"Teleportable",
|
|
"ItemTeleporter",
|
|
"Portal",
|
|
"EntityStorage",
|
|
"PlaceableSurface",
|
|
"Wirecutter",
|
|
"Screwdriver",
|
|
"Multitool",
|
|
"Welder",
|
|
"Wrench",
|
|
"Crowbar",
|
|
"HitscanWeapon",
|
|
"ProjectileWeapon",
|
|
"Projectile",
|
|
"MeleeWeapon",
|
|
"Storeable",
|
|
"Stack",
|
|
"Dice",
|
|
"Construction",
|
|
"Apc",
|
|
"Door",
|
|
"PoweredLight",
|
|
"Smes",
|
|
"Powercell",
|
|
"HandheldLight",
|
|
"LightBulb",
|
|
"Healing",
|
|
"Catwalk",
|
|
"BallisticMagazine",
|
|
"BallisticMagazineWeapon",
|
|
"BallisticBullet",
|
|
"HitscanWeaponCapacitor",
|
|
"PowerCell",
|
|
"AiController",
|
|
"PlayerInputMover",
|
|
"Computer",
|
|
"AsteroidRock",
|
|
"ResearchServer",
|
|
"ResearchPointSource",
|
|
"ResearchClient",
|
|
"IdCard",
|
|
"Access",
|
|
"AccessReader",
|
|
"IdCardConsole",
|
|
"Airlock",
|
|
"MedicalScanner",
|
|
"WirePlacer",
|
|
};
|
|
|
|
foreach (var ignoreName in registerIgnore)
|
|
{
|
|
factory.RegisterIgnore(ignoreName);
|
|
}
|
|
|
|
factory.Register<SharedResearchConsoleComponent>();
|
|
factory.Register<SharedLatheComponent>();
|
|
factory.Register<SharedSpawnPointComponent>();
|
|
|
|
factory.Register<SolutionComponent>();
|
|
|
|
factory.Register<SharedVendingMachineComponent>();
|
|
factory.Register<SharedWiresComponent>();
|
|
|
|
factory.Register<SharedReagentDispenserComponent>();
|
|
|
|
prototypes.RegisterIgnore("material");
|
|
prototypes.RegisterIgnore("reaction"); //Chemical reactions only needed by server. Reactions checks are server-side.
|
|
|
|
IoCManager.Register<IGameHud, GameHud>();
|
|
IoCManager.Register<IClientNotifyManager, ClientNotifyManager>();
|
|
IoCManager.Register<ISharedNotifyManager, ClientNotifyManager>();
|
|
IoCManager.Register<IClientGameTicker, ClientGameTicker>();
|
|
IoCManager.Register<IParallaxManager, ParallaxManager>();
|
|
IoCManager.Register<IChatManager, ChatManager>();
|
|
IoCManager.Register<IEscapeMenuOwner, EscapeMenuOwner>();
|
|
IoCManager.Register<ISandboxManager, SandboxManager>();
|
|
|
|
if (TestingCallbacks != null)
|
|
{
|
|
var cast = (ClientModuleTestingCallbacks) TestingCallbacks;
|
|
cast.ClientBeforeIoC?.Invoke();
|
|
}
|
|
|
|
IoCManager.BuildGraph();
|
|
|
|
IoCManager.Resolve<IParallaxManager>().LoadParallax();
|
|
IoCManager.Resolve<IBaseClient>().PlayerJoinedServer += SubscribePlayerAttachmentEvents;
|
|
|
|
var stylesheet = new NanoStyle();
|
|
|
|
IoCManager.Resolve<IUserInterfaceManager>().Stylesheet = stylesheet.Stylesheet;
|
|
IoCManager.Resolve<IUserInterfaceManager>().Stylesheet = stylesheet.Stylesheet;
|
|
|
|
IoCManager.InjectDependencies(this);
|
|
|
|
_escapeMenuOwner.Initialize();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Subscribe events to the player manager after the player manager is set up
|
|
/// </summary>
|
|
/// <param name="sender"></param>
|
|
/// <param name="args"></param>
|
|
public void SubscribePlayerAttachmentEvents(object sender, EventArgs args)
|
|
{
|
|
_playerManager.LocalPlayer.EntityAttached += AttachPlayerToEntity;
|
|
_playerManager.LocalPlayer.EntityDetached += DetachPlayerFromEntity;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add the character interface master which combines all character interfaces into one window
|
|
/// </summary>
|
|
public static void AttachPlayerToEntity(EntityAttachedEventArgs eventArgs)
|
|
{
|
|
eventArgs.NewEntity.AddComponent<CharacterInterface>();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Remove the character interface master from this entity now that we have detached ourselves from it
|
|
/// </summary>
|
|
public static void DetachPlayerFromEntity(EntityDetachedEventArgs eventArgs)
|
|
{
|
|
eventArgs.OldEntity.RemoveComponent<CharacterInterface>();
|
|
}
|
|
|
|
public override void PostInit()
|
|
{
|
|
base.PostInit();
|
|
|
|
// Setup key contexts
|
|
var inputMan = IoCManager.Resolve<IInputManager>();
|
|
ContentContexts.SetupContexts(inputMan.Contexts);
|
|
|
|
IoCManager.Resolve<IGameHud>().Initialize();
|
|
IoCManager.Resolve<IClientNotifyManager>().Initialize();
|
|
IoCManager.Resolve<IClientGameTicker>().Initialize();
|
|
IoCManager.Resolve<IOverlayManager>().AddOverlay(new ParallaxOverlay());
|
|
IoCManager.Resolve<IChatManager>().Initialize();
|
|
IoCManager.Resolve<ISandboxManager>().Initialize();
|
|
}
|
|
|
|
public override void Update(ModUpdateLevel level, FrameEventArgs frameEventArgs)
|
|
{
|
|
base.Update(level, frameEventArgs);
|
|
|
|
switch (level)
|
|
{
|
|
case ModUpdateLevel.FramePreEngine:
|
|
IoCManager.Resolve<IClientNotifyManager>().FrameUpdate(frameEventArgs);
|
|
IoCManager.Resolve<IClientGameTicker>().FrameUpdate(frameEventArgs);
|
|
IoCManager.Resolve<IChatManager>().FrameUpdate(frameEventArgs);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|