* 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>
124 lines
4.0 KiB
C#
124 lines
4.0 KiB
C#
#nullable enable
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using System.Collections.Generic;
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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.EntitySystems.DoAfter;
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using Content.Shared.Chemistry;
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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.Utility;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.GameObjects.Components.Fluids
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{
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/// <summary>
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/// Can a mop click on this entity and dump its fluids
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/// </summary>
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[RegisterComponent]
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public class BucketComponent : Component, IInteractUsing
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{
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public override string Name => "Bucket";
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private List<EntityUid> _currentlyUsing = new();
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public ReagentUnit MaxVolume
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{
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get => Owner.TryGetComponent(out SolutionContainerComponent? solution) ? solution.MaxVolume : ReagentUnit.Zero;
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set
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{
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if (Owner.TryGetComponent(out SolutionContainerComponent? solution))
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{
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solution.MaxVolume = value;
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}
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}
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}
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public ReagentUnit CurrentVolume => Owner.TryGetComponent(out SolutionContainerComponent? solution)
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? solution.CurrentVolume
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: ReagentUnit.Zero;
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[DataField("sound")]
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private string? _sound = "/Audio/Effects/Fluids/watersplash.ogg";
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/// <inheritdoc />
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public override void Initialize()
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{
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base.Initialize();
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Owner.EnsureComponentWarn<SolutionContainerComponent>();
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}
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async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
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{
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if (!Owner.TryGetComponent(out SolutionContainerComponent? contents) ||
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_currentlyUsing.Contains(eventArgs.Using.Uid) ||
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!eventArgs.Using.TryGetComponent(out MopComponent? mopComponent) ||
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mopComponent.Mopping)
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{
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return false;
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}
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if (CurrentVolume <= 0)
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("Bucket is empty"));
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return false;
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}
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if (mopComponent.CurrentVolume == mopComponent.MaxVolume)
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("Mop is full"));
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return false;
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}
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_currentlyUsing.Add(eventArgs.Using.Uid);
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// IMO let em move while doing it.
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var doAfterArgs = new DoAfterEventArgs(eventArgs.User, 1.0f, target: eventArgs.Target)
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{
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BreakOnStun = true,
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BreakOnDamage = true,
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};
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var result = await EntitySystem.Get<DoAfterSystem>().DoAfter(doAfterArgs);
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_currentlyUsing.Remove(eventArgs.Using.Uid);
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if (result == DoAfterStatus.Cancelled ||
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Owner.Deleted ||
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mopComponent.Deleted ||
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CurrentVolume <= 0 ||
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!Owner.InRangeUnobstructed(mopComponent.Owner))
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return false;
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// Top up mops solution given it needs it to annihilate puddles I guess
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var transferAmount = ReagentUnit.Min(mopComponent.MaxVolume - mopComponent.CurrentVolume, CurrentVolume);
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if (transferAmount == 0)
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{
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return false;
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}
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var mopContents = mopComponent.Contents;
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if (mopContents == null)
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{
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return false;
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}
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var solution = contents.SplitSolution(transferAmount);
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if (!mopContents.TryAddSolution(solution))
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{
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return false;
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}
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if (_sound != null)
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{
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EntitySystem.Get<AudioSystem>().PlayFromEntity(_sound, Owner);
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}
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return true;
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}
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}
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}
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