* Multiple hands in gui first pass * Remove IHandsComponent interface * Create hand class and more hand textures * Refactor ServerHandsComponent to use a single list of hands * Seal SharedHand * Fix picked up items not showing on top of the hand buttons * Remove HandsGui buttons and panels dictionaries * Fix items in hands rendering * Fix wrong hand container comparison * Fix not updating the location of duplicate hands * Change ClientHandsComponent to use a SortedList instead of a dictionary * More merge conflict fixes * Change SortedList to List * Fix hand button order * Add item tooltip for more than 2 hands and updating when removing hands * Add add hand and remove hand command * Merge conflict fixes * Remove nullable reference type from ContainerSlot * Fix texture errors * Fix error when reaching 0 hands * Fix error when swapping hands with no hands * Merged remove hand methods * Fix item panel texture errors * Merge conflict fixes * Fix addhand and removehand command descriptions * Add properly displaying tooltips for 2 hands * Make hand indexes and locations consistent across the client and server * Add dropping held entity if a hand is removed * Change hand location to be calculated by index * Made different hand gui updates more consistent * Remove human body yml testing changes * Sanitize addhand and removehand commands * Merge conflict fixes * Remove testing changes * Revert body system changes * Add missing imports * Remove obsolete hands parameter in yml files * Fix broken import * Fix startup error and adding and removing hands on the same tick * Make hand container id use an uint In case someone gets more than 2 billion hands * Rename hand component files * Make hands state use an array
284 lines
9.7 KiB
C#
284 lines
9.7 KiB
C#
using System;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Power.ApcNetComponents;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Barrels;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.Power;
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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 Robust.Server.GameObjects;
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using Robust.Server.GameObjects.Components.Container;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Power.Chargers
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{
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[ComponentReference(typeof(IActivate))]
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[ComponentReference(typeof(IInteractUsing))]
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public abstract class BaseCharger : Component, IActivate, IInteractUsing
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{
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[ViewVariables]
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private BatteryComponent _heldBattery;
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[ViewVariables]
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private ContainerSlot _container;
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[ViewVariables]
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private PowerReceiverComponent _powerReceiver;
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[ViewVariables]
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private CellChargerStatus _status;
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private AppearanceComponent _appearanceComponent;
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[ViewVariables]
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private int _chargeRate;
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[ViewVariables]
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private float _transferEfficiency;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _chargeRate, "chargeRate", 100);
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serializer.DataField(ref _transferEfficiency, "transferEfficiency", 0.85f);
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}
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public override void Initialize()
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{
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base.Initialize();
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_powerReceiver = Owner.GetComponent<PowerReceiverComponent>();
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_container = ContainerManagerComponent.Ensure<ContainerSlot>($"{Name}-powerCellContainer", Owner);
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_appearanceComponent = Owner.GetComponent<AppearanceComponent>();
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// Default state in the visualizer is OFF, so when this gets powered on during initialization it will generally show empty
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_powerReceiver.OnPowerStateChanged += PowerUpdate;
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}
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public override void OnRemove()
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{
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_powerReceiver.OnPowerStateChanged -= PowerUpdate;
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base.OnRemove();
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}
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bool IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
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{
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var result = TryInsertItem(eventArgs.Using);
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if (!result)
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{
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var localizationManager = IoCManager.Resolve<ILocalizationManager>();
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eventArgs.User.PopupMessage(Owner, localizationManager.GetString("Unable to insert capacitor"));
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}
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return result;
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}
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void IActivate.Activate(ActivateEventArgs eventArgs)
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{
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RemoveItem(eventArgs.User);
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}
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/// <summary>
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/// This will remove the item directly into the user's hand / floor
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/// </summary>
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/// <param name="user"></param>
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private void RemoveItem(IEntity user)
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{
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var heldItem = _container.ContainedEntity;
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if (heldItem == null)
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{
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return;
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}
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_container.Remove(heldItem);
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_heldBattery = null;
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if (user.TryGetComponent(out HandsComponent handsComponent))
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{
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handsComponent.PutInHandOrDrop(heldItem.GetComponent<ItemComponent>());
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}
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if (heldItem.TryGetComponent(out ServerBatteryBarrelComponent batteryBarrelComponent))
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{
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batteryBarrelComponent.UpdateAppearance();
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}
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UpdateStatus();
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}
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private void PowerUpdate(object sender, PowerStateEventArgs eventArgs)
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{
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UpdateStatus();
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}
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[Verb]
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private sealed class InsertVerb : Verb<BaseCharger>
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{
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protected override void GetData(IEntity user, BaseCharger 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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if (!user.TryGetComponent(out HandsComponent handsComponent))
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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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if (component._container.ContainedEntity != null || handsComponent.GetActiveHand == null)
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{
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data.Visibility = VerbVisibility.Disabled;
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data.Text = "Insert";
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return;
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}
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data.Text = $"Insert {handsComponent.GetActiveHand.Owner.Name}";
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}
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protected override void Activate(IEntity user, BaseCharger component)
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{
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if (!user.TryGetComponent(out HandsComponent handsComponent))
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{
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return;
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}
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if (handsComponent.GetActiveHand == null)
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{
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return;
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}
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var userItem = handsComponent.GetActiveHand.Owner;
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handsComponent.Drop(userItem);
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component.TryInsertItem(userItem);
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}
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}
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[Verb]
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private sealed class EjectVerb : Verb<BaseCharger>
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{
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protected override void GetData(IEntity user, BaseCharger 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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if (component._container.ContainedEntity == null)
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{
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data.Text = "Eject";
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data.Visibility = VerbVisibility.Disabled;
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return;
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}
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data.Text = $"Eject {component._container.ContainedEntity.Name}";
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}
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protected override void Activate(IEntity user, BaseCharger component)
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{
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component.RemoveItem(user);
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}
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}
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private CellChargerStatus GetStatus()
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{
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if (!_powerReceiver.Powered)
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{
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return CellChargerStatus.Off;
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}
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if (_container.ContainedEntity == null)
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{
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return CellChargerStatus.Empty;
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}
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if (_heldBattery != null && Math.Abs(_heldBattery.MaxCharge - _heldBattery.CurrentCharge) < 0.01)
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{
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return CellChargerStatus.Charged;
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}
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return CellChargerStatus.Charging;
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}
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private bool TryInsertItem(IEntity entity)
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{
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if (!IsEntityCompatible(entity) || _container.ContainedEntity != null)
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{
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return false;
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}
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if (!_container.Insert(entity))
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{
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return false;
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}
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_heldBattery = GetBatteryFrom(entity);
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UpdateStatus();
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return true;
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}
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/// <summary>
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/// If the supplied entity should fit into the charger.
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/// </summary>
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protected abstract bool IsEntityCompatible(IEntity entity);
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protected abstract BatteryComponent GetBatteryFrom(IEntity entity);
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private void UpdateStatus()
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{
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// Not called UpdateAppearance just because it messes with the load
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var status = GetStatus();
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if (_status == status)
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{
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return;
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}
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_status = status;
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switch (_status)
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{
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// Update load just in case
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case CellChargerStatus.Off:
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_powerReceiver.Load = 0;
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_appearanceComponent?.SetData(CellVisual.Light, CellChargerStatus.Off);
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break;
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case CellChargerStatus.Empty:
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_powerReceiver.Load = 0;
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_appearanceComponent?.SetData(CellVisual.Light, CellChargerStatus.Empty); ;
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break;
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case CellChargerStatus.Charging:
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_powerReceiver.Load = (int) (_chargeRate / _transferEfficiency);
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_appearanceComponent?.SetData(CellVisual.Light, CellChargerStatus.Charging);
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break;
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case CellChargerStatus.Charged:
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_powerReceiver.Load = 0;
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_appearanceComponent?.SetData(CellVisual.Light, CellChargerStatus.Charged);
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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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_appearanceComponent?.SetData(CellVisual.Occupied, _container.ContainedEntity != null);
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}
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public void OnUpdate(float frameTime) //todo: make single system for this
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{
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if (_status == CellChargerStatus.Empty || _status == CellChargerStatus.Charged || _container.ContainedEntity == null)
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{
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return;
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}
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TransferPower(frameTime);
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}
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private void TransferPower(float frameTime)
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{
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if (!_powerReceiver.Powered)
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{
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return;
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}
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_heldBattery.CurrentCharge += _chargeRate * frameTime;
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// Just so the sprite won't be set to 99.99999% visibility
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if (_heldBattery.MaxCharge - _heldBattery.CurrentCharge < 0.01)
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{
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_heldBattery.CurrentCharge = _heldBattery.MaxCharge;
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}
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UpdateStatus();
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}
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}
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}
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