Files
tbd-station-14/Content.Server/GameObjects/Components/Nutrition/DrinkComponent.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

258 lines
8.2 KiB
C#

#nullable enable
using System.Linq;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Body.Behavior;
using Content.Server.GameObjects.Components.Fluids;
using Content.Shared.Audio;
using Content.Shared.Chemistry;
using Content.Shared.GameObjects.Components.Body;
using Content.Shared.GameObjects.Components.Chemistry;
using Content.Shared.GameObjects.Components.Nutrition;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Content.Shared.Utility;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Nutrition
{
[RegisterComponent]
public class DrinkComponent : Component, IUse, IAfterInteract, ISolutionChange, IExamine, ILand
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
public override string Name => "Drink";
int IAfterInteract.Priority => 10;
[ViewVariables]
private bool _opened;
[ViewVariables]
[DataField("useSound")]
private string _useSound = "/Audio/Items/drink.ogg";
[ViewVariables]
[DataField("isOpen")]
private bool _defaultToOpened;
[ViewVariables(VVAccess.ReadWrite)]
public ReagentUnit TransferAmount { get; [UsedImplicitly] private set; } = ReagentUnit.New(2);
[ViewVariables(VVAccess.ReadWrite)]
public bool Opened
{
get => _opened;
set
{
if (_opened == value)
{
return;
}
_opened = value;
OpenedChanged();
}
}
[ViewVariables]
public bool Empty => Owner.GetComponentOrNull<ISolutionInteractionsComponent>()?.DrainAvailable <= 0;
[DataField("openSounds")]
private string _soundCollection = "canOpenSounds";
[DataField("pressurized")]
private bool _pressurized = default;
[DataField("burstSound")]
private string _burstSound = "/Audio/Effects/flash_bang.ogg";
public override void Initialize()
{
base.Initialize();
Opened = _defaultToOpened;
UpdateAppearance();
}
private void OpenedChanged()
{
if (!Owner.TryGetComponent(out SharedSolutionContainerComponent? contents))
{
return;
}
if (Opened)
{
contents.Capabilities |= SolutionContainerCaps.Refillable | SolutionContainerCaps.Drainable;
}
else
{
contents.Capabilities &= ~(SolutionContainerCaps.Refillable | SolutionContainerCaps.Drainable);
}
}
void ISolutionChange.SolutionChanged(SolutionChangeEventArgs eventArgs)
{
UpdateAppearance();
}
private void UpdateAppearance()
{
if (!Owner.TryGetComponent(out AppearanceComponent? appearance) ||
!Owner.TryGetComponent(out ISolutionInteractionsComponent? contents))
{
return;
}
appearance.SetData(SharedFoodComponent.FoodVisuals.Visual, contents.DrainAvailable.Float());
}
bool IUse.UseEntity(UseEntityEventArgs args)
{
if (!Opened)
{
//Do the opening stuff like playing the sounds.
var soundCollection = _prototypeManager.Index<SoundCollectionPrototype>(_soundCollection);
var file = _random.Pick(soundCollection.PickFiles);
EntitySystem.Get<AudioSystem>().PlayFromEntity(file, args.User, AudioParams.Default);
Opened = true;
return false;
}
if (!Owner.TryGetComponent(out ISolutionInteractionsComponent? contents) ||
contents.DrainAvailable <= 0)
{
args.User.PopupMessage(Loc.GetString("{0:theName} is empty!", Owner));
return true;
}
return TryUseDrink(args.User, args.User);
}
//Force feeding a drink to someone.
async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
{
if (eventArgs.Target == null)
{
return false;
}
return TryUseDrink(eventArgs.User, eventArgs.Target, true);
}
public void Examine(FormattedMessage message, bool inDetailsRange)
{
if (!Opened || !inDetailsRange)
{
return;
}
var color = Empty ? "gray" : "yellow";
var openedText = Loc.GetString(Empty ? "Empty" : "Opened");
message.AddMarkup(Loc.GetString("[color={0}]{1}[/color]", color, openedText));
}
private bool TryUseDrink(IEntity user, IEntity target, bool forced = false)
{
if (!Opened)
{
target.PopupMessage(Loc.GetString("Open {0:theName} first!", Owner));
return false;
}
if (!Owner.TryGetComponent(out ISolutionInteractionsComponent? interactions) ||
!interactions.CanDrain ||
interactions.DrainAvailable <= 0)
{
if (!forced)
{
target.PopupMessage(Loc.GetString("{0:theName} is empty!", Owner));
}
return false;
}
if (!target.TryGetComponent(out IBody? body) ||
!body.TryGetMechanismBehaviors<StomachBehavior>(out var stomachs))
{
target.PopupMessage(Loc.GetString("You can't drink {0:theName}!", Owner));
return false;
}
if (user != target &&
!user.InRangeUnobstructed(target, popup: true))
{
return false;
}
var transferAmount = ReagentUnit.Min(TransferAmount, interactions.DrainAvailable);
var drain = interactions.Drain(transferAmount);
var firstStomach = stomachs.FirstOrDefault(stomach => stomach.CanTransferSolution(drain));
// All stomach are full or can't handle whatever solution we have.
if (firstStomach == null)
{
target.PopupMessage(Loc.GetString("You've had enough {0:theName}!", Owner));
if (!interactions.CanRefill)
{
drain.SpillAt(target, "PuddleSmear");
return false;
}
interactions.Refill(drain);
return false;
}
if (!string.IsNullOrEmpty(_useSound))
{
EntitySystem.Get<AudioSystem>().PlayFromEntity(_useSound, target, AudioParams.Default.WithVolume(-2f));
}
target.PopupMessage(Loc.GetString("Slurp"));
UpdateAppearance();
// TODO: Account for partial transfer.
drain.DoEntityReaction(target, ReactionMethod.Ingestion);
firstStomach.TryTransferSolution(drain);
return true;
}
void ILand.Land(LandEventArgs eventArgs)
{
if (_pressurized &&
!Opened &&
_random.Prob(0.25f) &&
Owner.TryGetComponent(out ISolutionInteractionsComponent? interactions))
{
Opened = true;
if (!interactions.CanDrain)
{
return;
}
var solution = interactions.Drain(interactions.DrainAvailable);
solution.SpillAt(Owner, "PuddleSmear");
EntitySystem.Get<AudioSystem>().PlayFromEntity(_burstSound, Owner,
AudioParams.Default.WithVolume(-4));
}
}
}
}