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