* 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>
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.GameObjects.Components.Body.Circulatory;
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using Content.Shared.Chemistry;
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using Content.Shared.GameObjects.Components.Chemistry;
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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 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;
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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.GameObjects.Components.Chemistry
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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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