Files
tbd-station-14/Content.Server/Chemistry/Components/InjectorComponent.cs
Vera Aguilera Puerto a2b737d945 Atmos pipe rework (#3833)
* Initial

* Cleanup a bunch of things

* some changes dunno

* RequireAnchored

* a

* stuff

* more work

* Lots of progress

* delete pipe visualizer

* a

* b

* pipenet and pipenode cleanup

* Fixes

* Adds GasValve

* Adds GasMiner

* Fix stuff, maybe?

* More fixes

* Ignored components on the client

* Adds thermomachine behavior, change a bunch of stuff

* Remove Anchored

* some work, but it's shitcode

* significantly more ECS

* ECS AtmosDevices

* Cleanup

* fix appearance

* when the pipe direction is sus

* Gas tanks and canisters

* pipe anchoring and stuff

* coding is my passion

* Unsafe pipes take longer to unanchor

* turns out we're no longer using eris canisters

* Gas canister inserted tank appearance, improvements

* Work on a bunch of appearances

* Scrubber appearance

* Reorganize AtmosphereSystem.Piping into a bunch of different systems

* Appearance for vent/scrubber/pump turns off when leaving atmosphere

* ThermoMachine appearance

* Cleanup gas tanks

* Remove passive gate unused imports

* remove old canister UI functionality

* PipeNode environment air, make everything use AssumeAir instead of merging manually

* a

* Reorganize atmos to follow new structure

* ?????

* Canister UI, restructure client

* Restructure shared

* Fix build tho

* listen, at least the canister UI works entirely...

* fix build : )

* Atmos device prototypes have names and descriptions

* gas canister ui slider doesn't jitter

* trinary prototypes

* sprite for miners

* ignore components

* fix YAML

* Fix port system doing useless thing

* Fix build

* fix thinking moment

* fix build again because

* canister direction

* pipenode is a word

* GasTank Air will throw on invalid states

* fix build....

* Unhardcode volume pump thresholds

* Volume pump and filter take time into account

* Rename Join/Leave atmosphere events to AtmosDeviceEnabled/Disabled Event

* Gas tank node volume is set by initial mixtuer

* I love node container
2021-06-19 13:25:05 +02:00

303 lines
11 KiB
C#

#nullable enable
using System;
using System.Threading.Tasks;
using Content.Server.Body.Circulatory;
using Content.Shared.Chemistry;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Chemistry.Solution.Components;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Helpers;
using Content.Shared.Notification.Managers;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Players;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.Chemistry.Components
{
/// <summary>
/// Server behavior for reagent injectors and syringes. Can optionally support both
/// injection and drawing or just injection. Can inject/draw reagents from solution
/// containers, and can directly inject into a mobs bloodstream.
/// </summary>
[RegisterComponent]
public class InjectorComponent : SharedInjectorComponent, IAfterInteract, IUse, ISolutionChange
{
/// <summary>
/// Whether or not the injector is able to draw from containers or if it's a single use
/// device that can only inject.
/// </summary>
[ViewVariables]
[DataField("injectOnly")]
private bool _injectOnly;
/// <summary>
/// Amount to inject or draw on each usage. If the injector is inject only, it will
/// attempt to inject it's entire contents upon use.
/// </summary>
[ViewVariables]
[DataField("transferAmount")]
private ReagentUnit _transferAmount = ReagentUnit.New(5);
/// <summary>
/// Initial storage volume of the injector
/// </summary>
[ViewVariables]
[DataField("initialMaxVolume")]
private ReagentUnit _initialMaxVolume = ReagentUnit.New(15);
private InjectorToggleMode _toggleState;
/// <summary>
/// The state of the injector. Determines it's attack behavior. Containers must have the
/// right SolutionCaps to support injection/drawing. For InjectOnly injectors this should
/// only ever be set to Inject
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public InjectorToggleMode ToggleState
{
get => _toggleState;
set
{
_toggleState = value;
Dirty();
}
}
protected override void Startup()
{
base.Startup();
Dirty();
}
/// <summary>
/// Toggle between draw/inject state if applicable
/// </summary>
private void Toggle(IEntity user)
{
if (_injectOnly)
{
return;
}
string msg;
switch (ToggleState)
{
case InjectorToggleMode.Inject:
ToggleState = InjectorToggleMode.Draw;
msg = "Now drawing";
break;
case InjectorToggleMode.Draw:
ToggleState = InjectorToggleMode.Inject;
msg = "Now injecting";
break;
default:
throw new ArgumentOutOfRangeException();
}
Owner.PopupMessage(user, Loc.GetString(msg));
}
/// <summary>
/// Called when clicking on entities while holding in active hand
/// </summary>
/// <param name="eventArgs"></param>
async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
{
if (!eventArgs.InRangeUnobstructed(ignoreInsideBlocker: true, popup: true))
return false;
//Make sure we have the attacking entity
if (eventArgs.Target == null || !Owner.HasComponent<SolutionContainerComponent>())
{
return false;
}
var targetEntity = eventArgs.Target;
// Handle injecting/drawing for solutions
if (targetEntity.TryGetComponent<ISolutionInteractionsComponent>(out var targetSolution))
{
if (ToggleState == InjectorToggleMode.Inject)
{
if (targetSolution.CanInject)
{
TryInject(targetSolution, eventArgs.User);
}
else
{
eventArgs.User.PopupMessage(eventArgs.User,
Loc.GetString("You aren't able to transfer to {0:theName}!", targetSolution.Owner));
}
}
else if (ToggleState == InjectorToggleMode.Draw)
{
if (targetSolution.CanDraw)
{
TryDraw(targetSolution, eventArgs.User);
}
else
{
eventArgs.User.PopupMessage(eventArgs.User,
Loc.GetString("You aren't able to draw from {0:theName}!", targetSolution.Owner));
}
}
}
// Handle injecting into bloodstream
else if (targetEntity.TryGetComponent(out BloodstreamComponent? bloodstream) &&
ToggleState == InjectorToggleMode.Inject)
{
TryInjectIntoBloodstream(bloodstream, eventArgs.User);
}
return true;
}
/// <summary>
/// Called when use key is pressed when held in active hand
/// </summary>
/// <param name="eventArgs"></param>
/// <returns></returns>
bool IUse.UseEntity(UseEntityEventArgs eventArgs)
{
Toggle(eventArgs.User);
return true;
}
private void TryInjectIntoBloodstream(BloodstreamComponent targetBloodstream, IEntity user)
{
if (!Owner.TryGetComponent(out SolutionContainerComponent? solution) || solution.CurrentVolume == 0)
{
return;
}
// Get transfer amount. May be smaller than _transferAmount if not enough room
var realTransferAmount = ReagentUnit.Min(_transferAmount, targetBloodstream.EmptyVolume);
if (realTransferAmount <= 0)
{
Owner.PopupMessage(user,
Loc.GetString("You aren't able to inject {0:theName}!", targetBloodstream.Owner));
return;
}
// Move units from attackSolution to targetSolution
var removedSolution = solution.SplitSolution(realTransferAmount);
if (!solution.CanAddSolution(removedSolution))
{
return;
}
// TODO: Account for partial transfer.
removedSolution.DoEntityReaction(solution.Owner, ReactionMethod.Injection);
solution.TryAddSolution(removedSolution);
removedSolution.DoEntityReaction(targetBloodstream.Owner, ReactionMethod.Injection);
Owner.PopupMessage(user,
Loc.GetString("You inject {0}u into {1:theName}!", removedSolution.TotalVolume,
targetBloodstream.Owner));
Dirty();
AfterInject();
}
private void TryInject(ISolutionInteractionsComponent targetSolution, IEntity user)
{
if (!Owner.TryGetComponent(out SolutionContainerComponent? solution) || solution.CurrentVolume == 0)
{
return;
}
// Get transfer amount. May be smaller than _transferAmount if not enough room
var realTransferAmount = ReagentUnit.Min(_transferAmount, targetSolution.InjectSpaceAvailable);
if (realTransferAmount <= 0)
{
Owner.PopupMessage(user, Loc.GetString("{0:theName} is already full!", targetSolution.Owner));
return;
}
// Move units from attackSolution to targetSolution
var removedSolution = solution.SplitSolution(realTransferAmount);
removedSolution.DoEntityReaction(targetSolution.Owner, ReactionMethod.Injection);
targetSolution.Inject(removedSolution);
Owner.PopupMessage(user,
Loc.GetString("You transfer {0}u to {1:theName}", removedSolution.TotalVolume, targetSolution.Owner));
Dirty();
AfterInject();
}
private void AfterInject()
{
// Automatically set syringe to draw after completely draining it.
if (Owner.GetComponent<SolutionContainerComponent>().CurrentVolume == 0)
{
ToggleState = InjectorToggleMode.Draw;
}
}
private void TryDraw(ISolutionInteractionsComponent targetSolution, IEntity user)
{
if (!Owner.TryGetComponent(out SolutionContainerComponent? solution) || solution.EmptyVolume == 0)
{
return;
}
// Get transfer amount. May be smaller than _transferAmount if not enough room
var realTransferAmount = ReagentUnit.Min(_transferAmount, targetSolution.DrawAvailable);
if (realTransferAmount <= 0)
{
Owner.PopupMessage(user, Loc.GetString("{0:theName} is empty!", targetSolution.Owner));
return;
}
// Move units from attackSolution to targetSolution
var removedSolution = targetSolution.Draw(realTransferAmount);
if (!solution.TryAddSolution(removedSolution))
{
return;
}
Owner.PopupMessage(user,
Loc.GetString("Drew {0}u from {1:theName}", removedSolution.TotalVolume, targetSolution.Owner));
Dirty();
AfterDraw();
}
private void AfterDraw()
{
// Automatically set syringe to inject after completely filling it.
if (Owner.GetComponent<SolutionContainerComponent>().EmptyVolume == 0)
{
ToggleState = InjectorToggleMode.Inject;
}
}
void ISolutionChange.SolutionChanged(SolutionChangeEventArgs eventArgs)
{
Dirty();
}
public override ComponentState GetComponentState(ICommonSession player)
{
Owner.TryGetComponent(out SolutionContainerComponent? solution);
var currentVolume = solution?.CurrentVolume ?? ReagentUnit.Zero;
var maxVolume = solution?.MaxVolume ?? ReagentUnit.Zero;
return new InjectorComponentState(currentVolume, maxVolume, ToggleState);
}
}
}