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