* 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>
393 lines
15 KiB
C#
393 lines
15 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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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.Chemistry.ReagentDispenser;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
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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.GameObjects.Verbs;
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using JetBrains.Annotations;
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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.IoC;
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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.Chemistry
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{
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/// <summary>
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/// Contains all the server-side logic for reagent dispensers. See also <see cref="SharedReagentDispenserComponent"/>.
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/// This includes initializing the component based on prototype data, and sending and receiving messages from the client.
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/// Messages sent to the client are used to update update the user interface for a component instance.
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/// Messages sent from the client are used to handle ui button presses.
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/// </summary>
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[RegisterComponent]
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[ComponentReference(typeof(IActivate))]
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[ComponentReference(typeof(IInteractUsing))]
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public class ReagentDispenserComponent : SharedReagentDispenserComponent, IActivate, IInteractUsing, ISolutionChange
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{
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private static ReagentInventoryComparer _comparer = new();
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[ViewVariables] private ContainerSlot _beakerContainer = default!;
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[ViewVariables] [DataField("pack")] private string _packPrototypeId = "";
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[ViewVariables] private bool HasBeaker => _beakerContainer.ContainedEntity != null;
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[ViewVariables] private ReagentUnit _dispenseAmount = ReagentUnit.New(10);
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[UsedImplicitly] [ViewVariables] private SolutionContainerComponent? Solution => _beakerContainer.ContainedEntity?.GetComponent<SolutionContainerComponent>();
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[ViewVariables] private bool Powered => !Owner.TryGetComponent(out PowerReceiverComponent? receiver) || receiver.Powered;
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[ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(ReagentDispenserUiKey.Key);
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/// <summary>
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/// Called once per instance of this component. Gets references to any other components needed
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/// by this component and initializes it's UI and other data.
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/// </summary>
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public override void Initialize()
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{
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base.Initialize();
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if (UserInterface != null)
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{
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UserInterface.OnReceiveMessage += OnUiReceiveMessage;
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}
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_beakerContainer =
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ContainerHelpers.EnsureContainer<ContainerSlot>(Owner, $"{Name}-reagentContainerContainer");
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InitializeFromPrototype();
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UpdateUserInterface();
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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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OnPowerChanged(powerChanged);
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break;
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}
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}
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/// <summary>
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/// Checks to see if the <c>pack</c> defined in this components yaml prototype
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/// exists. If so, it fills the reagent inventory list.
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/// </summary>
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private void InitializeFromPrototype()
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{
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if (string.IsNullOrEmpty(_packPrototypeId)) return;
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if (!_prototypeManager.TryIndex(_packPrototypeId, out ReagentDispenserInventoryPrototype? packPrototype))
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{
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return;
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}
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foreach (var entry in packPrototype.Inventory)
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{
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Inventory.Add(new ReagentDispenserInventoryEntry(entry));
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}
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Inventory.Sort(_comparer);
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}
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private void OnPowerChanged(PowerChangedMessage e)
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{
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UpdateUserInterface();
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}
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/// <summary>
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/// Handles ui messages from the client. For things such as button presses
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/// which interact with the world and require server action.
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/// </summary>
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/// <param name="obj">A user interface message from the client.</param>
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private void OnUiReceiveMessage(ServerBoundUserInterfaceMessage obj)
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{
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if (obj.Session.AttachedEntity == null)
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{
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return;
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}
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var msg = (UiButtonPressedMessage) obj.Message;
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var needsPower = msg.Button switch
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{
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UiButton.Eject => false,
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_ => true,
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};
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if(!PlayerCanUseDispenser(obj.Session.AttachedEntity, needsPower))
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return;
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switch (msg.Button)
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{
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case UiButton.Eject:
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TryEject(obj.Session.AttachedEntity);
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break;
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case UiButton.Clear:
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TryClear();
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break;
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case UiButton.SetDispenseAmount1:
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_dispenseAmount = ReagentUnit.New(1);
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break;
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case UiButton.SetDispenseAmount5:
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_dispenseAmount = ReagentUnit.New(5);
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break;
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case UiButton.SetDispenseAmount10:
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_dispenseAmount = ReagentUnit.New(10);
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break;
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case UiButton.SetDispenseAmount15:
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_dispenseAmount = ReagentUnit.New(15);
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break;
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case UiButton.SetDispenseAmount20:
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_dispenseAmount = ReagentUnit.New(20);
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break;
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case UiButton.SetDispenseAmount25:
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_dispenseAmount = ReagentUnit.New(25);
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break;
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case UiButton.SetDispenseAmount30:
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_dispenseAmount = ReagentUnit.New(30);
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break;
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case UiButton.SetDispenseAmount50:
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_dispenseAmount = ReagentUnit.New(50);
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break;
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case UiButton.SetDispenseAmount100:
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_dispenseAmount = ReagentUnit.New(100);
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break;
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case UiButton.Dispense:
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if (HasBeaker)
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{
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TryDispense(msg.DispenseIndex);
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}
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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ClickSound();
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}
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/// <summary>
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/// Checks whether the player entity is able to use the chem dispenser.
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/// </summary>
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/// <param name="playerEntity">The player entity.</param>
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/// <returns>Returns true if the entity can use the dispenser, and false if it cannot.</returns>
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private bool PlayerCanUseDispenser(IEntity? playerEntity, bool needsPower = true)
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{
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//Need player entity to check if they are still able to use the dispenser
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if (playerEntity == null)
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return false;
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//Check if player can interact in their current state
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if (!ActionBlockerSystem.CanInteract(playerEntity) || !ActionBlockerSystem.CanUse(playerEntity))
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return false;
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//Check if device is powered
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if (needsPower && !Powered)
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return false;
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return true;
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}
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/// <summary>
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/// Gets component data to be used to update the user interface client-side.
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/// </summary>
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/// <returns>Returns a <see cref="SharedReagentDispenserComponent.ReagentDispenserBoundUserInterfaceState"/></returns>
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private ReagentDispenserBoundUserInterfaceState GetUserInterfaceState()
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{
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var beaker = _beakerContainer.ContainedEntity;
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if (beaker == null)
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{
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return new ReagentDispenserBoundUserInterfaceState(Powered, false, ReagentUnit.New(0), ReagentUnit.New(0),
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string.Empty, Inventory, Owner.Name, null, _dispenseAmount);
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}
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var solution = beaker.GetComponent<SolutionContainerComponent>();
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return new ReagentDispenserBoundUserInterfaceState(Powered, true, solution.CurrentVolume, solution.MaxVolume,
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beaker.Name, Inventory, Owner.Name, solution.ReagentList.ToList(), _dispenseAmount);
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}
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private void UpdateUserInterface()
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{
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var state = GetUserInterfaceState();
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UserInterface?.SetState(state);
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}
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/// <summary>
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/// If this component contains an entity with a <see cref="SolutionContainerComponent"/>, eject it.
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/// Tries to eject into user's hands first, then ejects onto dispenser if both hands are full.
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/// </summary>
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private void TryEject(IEntity user)
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{
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if (!HasBeaker)
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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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UpdateUserInterface();
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if(!user.TryGetComponent<HandsComponent>(out var hands) || !beaker.TryGetComponent<ItemComponent>(out var item))
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return;
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if (hands.CanPutInHand(item))
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hands.PutInHand(item);
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}
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/// <summary>
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/// If this component contains an entity with a <see cref="SolutionContainerComponent"/>, remove all of it's reagents / solutions.
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/// </summary>
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private void TryClear()
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{
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if (!HasBeaker) return;
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var solution = _beakerContainer.ContainedEntity?.GetComponent<SolutionContainerComponent>();
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if(solution is null)
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return;
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solution.RemoveAllSolution();
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UpdateUserInterface();
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}
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/// <summary>
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/// If this component contains an entity with a <see cref="SolutionContainerComponent"/>, attempt to dispense the specified reagent to it.
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/// </summary>
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/// <param name="dispenseIndex">The index of the reagent in <c>Inventory</c>.</param>
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private void TryDispense(int dispenseIndex)
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{
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if (!HasBeaker) return;
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var solution = _beakerContainer.ContainedEntity?.GetComponent<SolutionContainerComponent>();
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if (solution is null)
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return;
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solution.TryAddReagent(Inventory[dispenseIndex].ID, _dispenseAmount, out _);
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UpdateUserInterface();
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}
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/// <summary>
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/// Called when you click the owner entity with an empty hand. Opens the UI client-side if possible.
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/// </summary>
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/// <param name="args">Data relevant to the event such as the actor which triggered it.</param>
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void IActivate.Activate(ActivateEventArgs args)
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{
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if (!args.User.TryGetComponent(out IActorComponent? actor))
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{
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return;
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}
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if (!args.User.TryGetComponent(out IHandsComponent? hands))
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{
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Owner.PopupMessage(args.User, Loc.GetString("You have no hands."));
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return;
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}
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var activeHandEntity = hands.GetActiveHand?.Owner;
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if (activeHandEntity == null)
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{
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UserInterface?.Open(actor.playerSession);
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}
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}
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/// <summary>
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/// Called when you click the owner entity with something in your active hand. If the entity in your hand
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/// contains a <see cref="SolutionContainerComponent"/>, if you have hands, and if the dispenser doesn't already
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/// hold a container, it will be added to the dispenser.
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/// </summary>
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/// <param name="args">Data relevant to the event such as the actor which triggered it.</param>
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/// <returns></returns>
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async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs args)
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{
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if (!args.User.TryGetComponent(out IHandsComponent? hands))
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{
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Owner.PopupMessage(args.User, Loc.GetString("You have no hands."));
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return true;
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}
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if (hands.GetActiveHand == null)
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{
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Owner.PopupMessage(args.User, Loc.GetString("You have nothing on your hand."));
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return false;
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}
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var activeHandEntity = hands.GetActiveHand.Owner;
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if (activeHandEntity.TryGetComponent<SolutionContainerComponent>(out var solution))
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{
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if (HasBeaker)
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{
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Owner.PopupMessage(args.User, Loc.GetString("This dispenser already has a container in it."));
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}
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else if ((solution.Capabilities & SolutionContainerCaps.FitsInDispenser) == 0)
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{
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//If it can't fit in the dispenser, don't put it in. For example, buckets and mop buckets can't fit.
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Owner.PopupMessage(args.User, Loc.GetString("That can't fit in the dispenser."));
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}
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else
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{
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_beakerContainer.Insert(activeHandEntity);
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UpdateUserInterface();
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}
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}
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else
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{
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Owner.PopupMessage(args.User, Loc.GetString("You can't put this in the dispenser."));
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}
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return true;
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}
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void ISolutionChange.SolutionChanged(SolutionChangeEventArgs eventArgs) => UpdateUserInterface();
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private void ClickSound()
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{
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EntitySystem.Get<AudioSystem>().PlayFromEntity("/Audio/Machines/machine_switch.ogg", Owner, AudioParams.Default.WithVolume(-2f));
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}
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[Verb]
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public sealed class EjectBeakerVerb : Verb<ReagentDispenserComponent>
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{
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protected override void GetData(IEntity user, ReagentDispenserComponent component, VerbData data)
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{
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if (!ActionBlockerSystem.CanInteract(user))
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{
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data.Visibility = VerbVisibility.Invisible;
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return;
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}
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data.Text = Loc.GetString("Eject Beaker");
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data.Visibility = component.HasBeaker ? VerbVisibility.Visible : VerbVisibility.Invisible;
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}
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protected override void Activate(IEntity user, ReagentDispenserComponent component)
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{
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component.TryEject(user);
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}
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}
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private class ReagentInventoryComparer : Comparer<ReagentDispenserInventoryEntry>
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{
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public override int Compare(ReagentDispenserInventoryEntry x, ReagentDispenserInventoryEntry y)
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{
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return string.Compare(x.ID, y.ID, StringComparison.InvariantCultureIgnoreCase);
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}
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}
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}
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}
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