* First commit * Lockers * Lockers electric boogaloo * Crates and Lockers * Almost finishing the Textures folder * Updating texture paths. Reminder to fix: * Lockers * Windows * Vending Machines * APC * Catwalks * Bedsheets and Cloaks * Status effects * dont know what happened here * Commit before merge * re-organizing * Lockers broken * Commit before merge * Submodule * renaming * Fixing most issues * forgot these ones * Updating submodule * typo * Fixing some paths * fixing some paths * updating submodule * (hopefully) fixing the submodule
559 lines
21 KiB
C#
559 lines
21 KiB
C#
using Content.Server.Chemistry;
|
|
using Content.Server.Interfaces.GameObjects.Components.Interaction;
|
|
using Content.Shared.Chemistry;
|
|
using Content.Shared.GameObjects;
|
|
using Content.Shared.GameObjects.Components.Chemistry;
|
|
using Content.Shared.Utility;
|
|
using Robust.Server.GameObjects;
|
|
using Robust.Server.GameObjects.EntitySystems;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.Interfaces.GameObjects;
|
|
using Robust.Shared.IoC;
|
|
using Robust.Shared.Localization;
|
|
using Robust.Shared.Maths;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Serialization;
|
|
using Robust.Shared.Utility;
|
|
using Robust.Shared.ViewVariables;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using Content.Shared.GameObjects.EntitySystems;
|
|
using Robust.Shared.GameObjects.Systems;
|
|
using Content.Server.GameObjects.EntitySystems.Click;
|
|
|
|
namespace Content.Server.GameObjects.Components.Chemistry
|
|
{
|
|
/// <summary>
|
|
/// ECS component that manages a liquid solution of reagents.
|
|
/// </summary>
|
|
[RegisterComponent]
|
|
internal class SolutionComponent : SharedSolutionComponent, IExamine
|
|
{
|
|
#pragma warning disable 649
|
|
[Dependency] private readonly IPrototypeManager _prototypeManager;
|
|
[Dependency] private readonly ILocalizationManager _loc;
|
|
[Dependency] private readonly IEntitySystemManager _entitySystemManager;
|
|
#pragma warning restore 649
|
|
|
|
private IEnumerable<ReactionPrototype> _reactions;
|
|
private AudioSystem _audioSystem;
|
|
private ChemistrySystem _chemistrySystem;
|
|
|
|
private SpriteComponent _spriteComponent;
|
|
|
|
private Solution _containedSolution = new Solution();
|
|
private ReagentUnit _maxVolume;
|
|
private SolutionCaps _capabilities;
|
|
private string _fillInitState;
|
|
private int _fillInitSteps;
|
|
private string _fillPathString = "Objects/Specific/Chemistry/fillings.rsi";
|
|
private ResourcePath _fillPath;
|
|
private SpriteSpecifier _fillSprite;
|
|
|
|
/// <summary>
|
|
/// The maximum volume of the container.
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
public ReagentUnit MaxVolume
|
|
{
|
|
get => _maxVolume;
|
|
set => _maxVolume = value; // Note that the contents won't spill out if the capacity is reduced.
|
|
}
|
|
|
|
/// <summary>
|
|
/// The total volume of all the of the reagents in the container.
|
|
/// </summary>
|
|
[ViewVariables]
|
|
public ReagentUnit CurrentVolume => _containedSolution.TotalVolume;
|
|
|
|
/// <summary>
|
|
/// The volume without reagents remaining in the container.
|
|
/// </summary>
|
|
[ViewVariables]
|
|
public ReagentUnit EmptyVolume => MaxVolume - CurrentVolume;
|
|
|
|
/// <summary>
|
|
/// The current blended color of all the reagents in the container.
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
public Color SubstanceColor { get; private set; }
|
|
|
|
/// <summary>
|
|
/// The current capabilities of this container (is the top open to pour? can I inject it into another object?).
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
public SolutionCaps Capabilities
|
|
{
|
|
get => _capabilities;
|
|
set => _capabilities = value;
|
|
}
|
|
|
|
[ViewVariables]
|
|
public Solution Solution
|
|
{
|
|
get => _containedSolution;
|
|
set => _containedSolution = value;
|
|
}
|
|
|
|
public IReadOnlyList<Solution.ReagentQuantity> ReagentList => _containedSolution.Contents;
|
|
|
|
/// <summary>
|
|
/// Shortcut for Capabilities PourIn flag to avoid binary operators.
|
|
/// </summary>
|
|
public bool CanPourIn => (Capabilities & SolutionCaps.PourIn) != 0;
|
|
/// <summary>
|
|
/// Shortcut for Capabilities PourOut flag to avoid binary operators.
|
|
/// </summary>
|
|
public bool CanPourOut => (Capabilities & SolutionCaps.PourOut) != 0;
|
|
/// <summary>
|
|
/// Shortcut for Capabilities Injectable flag
|
|
/// </summary>
|
|
public bool Injectable => (Capabilities & SolutionCaps.Injectable) != 0;
|
|
/// <summary>
|
|
/// Shortcut for Capabilities Injector flag
|
|
/// </summary>
|
|
public bool Injector => (Capabilities & SolutionCaps.Injector) != 0;
|
|
|
|
public bool NoExamine => (Capabilities & SolutionCaps.NoExamine) != 0;
|
|
|
|
/// <inheritdoc />
|
|
public override void ExposeData(ObjectSerializer serializer)
|
|
{
|
|
base.ExposeData(serializer);
|
|
|
|
serializer.DataField(ref _maxVolume, "maxVol", ReagentUnit.New(0));
|
|
serializer.DataField(ref _containedSolution, "contents", _containedSolution);
|
|
serializer.DataField(ref _capabilities, "caps", SolutionCaps.None);
|
|
serializer.DataField(ref _fillInitState, "fillingState", "");
|
|
serializer.DataField(ref _fillInitSteps, "fillingSteps", 7);
|
|
}
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
_audioSystem = EntitySystem.Get<AudioSystem>();
|
|
_chemistrySystem = _entitySystemManager.GetEntitySystem<ChemistrySystem>();
|
|
_reactions = _prototypeManager.EnumeratePrototypes<ReactionPrototype>();
|
|
}
|
|
|
|
protected override void Startup()
|
|
{
|
|
base.Startup();
|
|
RecalculateColor();
|
|
if (!string.IsNullOrEmpty(_fillInitState))
|
|
{
|
|
_spriteComponent = Owner.GetComponent<SpriteComponent>();
|
|
_fillPath = new ResourcePath(_fillPathString);
|
|
_fillSprite = new SpriteSpecifier.Rsi(_fillPath, _fillInitState + (_fillInitSteps - 1));
|
|
_spriteComponent.AddLayerWithSprite(_fillSprite);
|
|
UpdateFillIcon();
|
|
}
|
|
}
|
|
|
|
public void RemoveAllSolution()
|
|
{
|
|
_containedSolution.RemoveAllSolution();
|
|
OnSolutionChanged(false);
|
|
}
|
|
|
|
public bool TryRemoveReagent(string reagentId, ReagentUnit quantity)
|
|
{
|
|
if (!ContainsReagent(reagentId, out var currentQuantity)) return false;
|
|
|
|
_containedSolution.RemoveReagent(reagentId, quantity);
|
|
OnSolutionChanged(false);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempt to remove the specified quantity from this solution
|
|
/// </summary>
|
|
/// <param name="quantity">Quantity of this solution to remove</param>
|
|
/// <returns>Whether or not the solution was successfully removed</returns>
|
|
public bool TryRemoveSolution(ReagentUnit quantity)
|
|
{
|
|
if (CurrentVolume == 0)
|
|
return false;
|
|
|
|
_containedSolution.RemoveSolution(quantity);
|
|
OnSolutionChanged(false);
|
|
return true;
|
|
}
|
|
|
|
public Solution SplitSolution(ReagentUnit quantity)
|
|
{
|
|
var solutionSplit = _containedSolution.SplitSolution(quantity);
|
|
OnSolutionChanged(false);
|
|
return solutionSplit;
|
|
}
|
|
|
|
protected void RecalculateColor()
|
|
{
|
|
if (_containedSolution.TotalVolume == 0)
|
|
{
|
|
SubstanceColor = Color.Transparent;
|
|
return;
|
|
}
|
|
|
|
Color mixColor = default;
|
|
var runningTotalQuantity = ReagentUnit.New(0);
|
|
|
|
foreach (var reagent in _containedSolution)
|
|
{
|
|
runningTotalQuantity += reagent.Quantity;
|
|
|
|
if(!_prototypeManager.TryIndex(reagent.ReagentId, out ReagentPrototype proto))
|
|
continue;
|
|
if (mixColor == default)
|
|
mixColor = proto.SubstanceColor;
|
|
mixColor = Color.InterpolateBetween(mixColor, proto.SubstanceColor,
|
|
(1 / runningTotalQuantity.Float()) * reagent.Quantity.Float());
|
|
}
|
|
|
|
SubstanceColor = mixColor;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Transfers solution from the held container to the target container.
|
|
/// </summary>
|
|
[Verb]
|
|
private sealed class FillTargetVerb : Verb<SolutionComponent>
|
|
{
|
|
protected override void GetData(IEntity user, SolutionComponent component, VerbData data)
|
|
{
|
|
if (!ActionBlockerSystem.CanInteract(user) ||
|
|
!user.TryGetComponent<HandsComponent>(out var hands) ||
|
|
hands.GetActiveHand == null ||
|
|
!hands.GetActiveHand.Owner.TryGetComponent<SolutionComponent>(out var solution))
|
|
{
|
|
data.Visibility = VerbVisibility.Invisible;
|
|
return;
|
|
}
|
|
|
|
if ((solution.Capabilities & SolutionCaps.PourOut) != 0 &&
|
|
(component.Capabilities & SolutionCaps.PourIn) != 0)
|
|
{
|
|
var heldEntityName = hands.GetActiveHand.Owner?.Prototype?.Name ?? "<Item>";
|
|
var myName = component.Owner.Prototype?.Name ?? "<Item>";
|
|
|
|
data.Text= $"Transfer liquid from [{heldEntityName}] to [{myName}].";
|
|
return;
|
|
}
|
|
|
|
data.Visibility = VerbVisibility.Invisible;
|
|
}
|
|
|
|
protected override void Activate(IEntity user, SolutionComponent component)
|
|
{
|
|
if (!user.TryGetComponent<HandsComponent>(out var hands))
|
|
return;
|
|
|
|
if (hands.GetActiveHand == null)
|
|
return;
|
|
|
|
if (!hands.GetActiveHand.Owner.TryGetComponent<SolutionComponent>(out var handSolutionComp))
|
|
return;
|
|
|
|
if ((handSolutionComp.Capabilities & SolutionCaps.PourOut) == 0 || (component.Capabilities & SolutionCaps.PourIn) == 0)
|
|
return;
|
|
|
|
var transferQuantity = ReagentUnit.Min(component.MaxVolume - component.CurrentVolume, handSolutionComp.CurrentVolume, ReagentUnit.New(10));
|
|
|
|
// nothing to transfer
|
|
if (transferQuantity <= 0)
|
|
return;
|
|
|
|
var transferSolution = handSolutionComp.SplitSolution(transferQuantity);
|
|
component.TryAddSolution(transferSolution);
|
|
}
|
|
}
|
|
|
|
void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
|
|
{
|
|
if (NoExamine)
|
|
{
|
|
return;
|
|
}
|
|
|
|
message.AddText(_loc.GetString("Contains:\n"));
|
|
if (ReagentList.Count == 0)
|
|
{
|
|
message.AddText("Nothing.\n");
|
|
}
|
|
foreach (var reagent in ReagentList)
|
|
{
|
|
if (_prototypeManager.TryIndex(reagent.ReagentId, out ReagentPrototype proto))
|
|
{
|
|
if (inDetailsRange)
|
|
{
|
|
message.AddText($"{proto.Name}: {reagent.Quantity}u\n");
|
|
}
|
|
else
|
|
{
|
|
//This is trash but it shows the general idea
|
|
var color = proto.SubstanceColor;
|
|
var colorIsh = "Red";
|
|
if (color.G > color.R)
|
|
{
|
|
colorIsh = "Green";
|
|
}
|
|
if (color.B > color.G && color.B > color.R)
|
|
{
|
|
colorIsh = "Blue";
|
|
}
|
|
|
|
message.AddText(_loc.GetString("A {0} liquid\n", colorIsh));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
message.AddText(_loc.GetString("Unknown reagent: {0}u\n", reagent.Quantity));
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Transfers solution from a target container to the held container.
|
|
/// </summary>
|
|
[Verb]
|
|
private sealed class EmptyTargetVerb : Verb<SolutionComponent>
|
|
{
|
|
protected override void GetData(IEntity user, SolutionComponent component, VerbData data)
|
|
{
|
|
if (!ActionBlockerSystem.CanInteract(user) ||
|
|
!user.TryGetComponent<HandsComponent>(out var hands) ||
|
|
hands.GetActiveHand == null ||
|
|
!hands.GetActiveHand.Owner.TryGetComponent<SolutionComponent>(out var solution))
|
|
{
|
|
data.Visibility = VerbVisibility.Invisible;
|
|
return;
|
|
}
|
|
|
|
if ((solution.Capabilities & SolutionCaps.PourIn) != 0 &&
|
|
(component.Capabilities & SolutionCaps.PourOut) != 0)
|
|
{
|
|
var heldEntityName = hands.GetActiveHand.Owner?.Prototype?.Name ?? "<Item>";
|
|
var myName = component.Owner.Prototype?.Name ?? "<Item>";
|
|
|
|
data.Text = $"Transfer liquid from [{myName}] to [{heldEntityName}].";
|
|
return;
|
|
}
|
|
|
|
data.Visibility = VerbVisibility.Invisible;
|
|
}
|
|
|
|
protected override void Activate(IEntity user, SolutionComponent component)
|
|
{
|
|
if (!user.TryGetComponent<HandsComponent>(out var hands))
|
|
return;
|
|
|
|
if (hands.GetActiveHand == null)
|
|
return;
|
|
|
|
if(!hands.GetActiveHand.Owner.TryGetComponent<SolutionComponent>(out var handSolutionComp))
|
|
return;
|
|
|
|
if ((handSolutionComp.Capabilities & SolutionCaps.PourIn) == 0 || (component.Capabilities & SolutionCaps.PourOut) == 0)
|
|
return;
|
|
|
|
var transferQuantity = ReagentUnit.Min(handSolutionComp.MaxVolume - handSolutionComp.CurrentVolume, component.CurrentVolume, ReagentUnit.New(10));
|
|
|
|
// pulling from an empty container, pointless to continue
|
|
if (transferQuantity <= 0)
|
|
return;
|
|
|
|
var transferSolution = component.SplitSolution(transferQuantity);
|
|
handSolutionComp.TryAddSolution(transferSolution);
|
|
}
|
|
}
|
|
|
|
private void CheckForReaction()
|
|
{
|
|
bool checkForNewReaction = false;
|
|
while (true)
|
|
{
|
|
//TODO: make a hashmap at startup and then look up reagents in the contents for a reaction
|
|
//Check the solution for every reaction
|
|
foreach (var reaction in _reactions)
|
|
{
|
|
if (SolutionValidReaction(reaction, out var unitReactions))
|
|
{
|
|
PerformReaction(reaction, unitReactions);
|
|
checkForNewReaction = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
//Check for a new reaction if a reaction occurs, run loop again.
|
|
if (checkForNewReaction)
|
|
{
|
|
checkForNewReaction = false;
|
|
continue;
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
public bool TryAddReagent(string reagentId, ReagentUnit quantity, out ReagentUnit acceptedQuantity, bool skipReactionCheck = false, bool skipColor = false)
|
|
{
|
|
var toAcceptQuantity = MaxVolume - _containedSolution.TotalVolume;
|
|
if (quantity > toAcceptQuantity)
|
|
{
|
|
acceptedQuantity = toAcceptQuantity;
|
|
if (acceptedQuantity == 0) return false;
|
|
}
|
|
else
|
|
{
|
|
acceptedQuantity = quantity;
|
|
}
|
|
|
|
_containedSolution.AddReagent(reagentId, acceptedQuantity);
|
|
if (!skipColor) {
|
|
RecalculateColor();
|
|
}
|
|
if(!skipReactionCheck)
|
|
CheckForReaction();
|
|
OnSolutionChanged(skipColor);
|
|
return true;
|
|
}
|
|
|
|
public bool TryAddSolution(Solution solution, bool skipReactionCheck = false, bool skipColor = false)
|
|
{
|
|
if (solution.TotalVolume > (MaxVolume - _containedSolution.TotalVolume))
|
|
return false;
|
|
|
|
_containedSolution.AddSolution(solution);
|
|
if (!skipColor) {
|
|
RecalculateColor();
|
|
}
|
|
if(!skipReactionCheck)
|
|
CheckForReaction();
|
|
OnSolutionChanged(skipColor);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if a solution has the reactants required to cause a specified reaction.
|
|
/// </summary>
|
|
/// <param name="solution">The solution to check for reaction conditions.</param>
|
|
/// <param name="reaction">The reaction whose reactants will be checked for in the solution.</param>
|
|
/// <param name="unitReactions">The number of times the reaction can occur with the given solution.</param>
|
|
/// <returns></returns>
|
|
private bool SolutionValidReaction(ReactionPrototype reaction, out ReagentUnit unitReactions)
|
|
{
|
|
unitReactions = ReagentUnit.MaxValue; //Set to some impossibly large number initially
|
|
foreach (var reactant in reaction.Reactants)
|
|
{
|
|
if (!ContainsReagent(reactant.Key, out ReagentUnit reagentQuantity))
|
|
{
|
|
return false;
|
|
}
|
|
var currentUnitReactions = reagentQuantity / reactant.Value.Amount;
|
|
if (currentUnitReactions < unitReactions)
|
|
{
|
|
unitReactions = currentUnitReactions;
|
|
}
|
|
}
|
|
|
|
if (unitReactions == 0)
|
|
{
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Perform a reaction on a solution. This assumes all reaction criteria have already been checked and are met.
|
|
/// </summary>
|
|
/// <param name="solution">Solution to be reacted.</param>
|
|
/// <param name="reaction">Reaction to occur.</param>
|
|
/// <param name="unitReactions">The number of times to cause this reaction.</param>
|
|
private void PerformReaction(ReactionPrototype reaction, ReagentUnit unitReactions)
|
|
{
|
|
//Remove non-catalysts
|
|
foreach (var reactant in reaction.Reactants)
|
|
{
|
|
if (!reactant.Value.Catalyst)
|
|
{
|
|
var amountToRemove = unitReactions * reactant.Value.Amount;
|
|
TryRemoveReagent(reactant.Key, amountToRemove);
|
|
}
|
|
}
|
|
//Add products
|
|
foreach (var product in reaction.Products)
|
|
{
|
|
TryAddReagent(product.Key, product.Value * unitReactions, out var acceptedQuantity, true);
|
|
}
|
|
//Trigger reaction effects
|
|
foreach (var effect in reaction.Effects)
|
|
{
|
|
effect.React(Owner, unitReactions.Double());
|
|
}
|
|
|
|
//Play reaction sound client-side
|
|
_audioSystem.PlayAtCoords("/Audio/Effects/chemistry/bubbles.ogg", Owner.Transform.GridPosition);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check if the solution contains the specified reagent.
|
|
/// </summary>
|
|
/// <param name="reagentId">The reagent to check for.</param>
|
|
/// <param name="quantity">Output the quantity of the reagent if it is contained, 0 if it isn't.</param>
|
|
/// <returns>Return true if the solution contains the reagent.</returns>
|
|
public bool ContainsReagent(string reagentId, out ReagentUnit quantity)
|
|
{
|
|
foreach (var reagent in _containedSolution.Contents)
|
|
{
|
|
if (reagent.ReagentId == reagentId)
|
|
{
|
|
quantity = reagent.Quantity;
|
|
return true;
|
|
}
|
|
}
|
|
quantity = ReagentUnit.New(0);
|
|
return false;
|
|
}
|
|
|
|
public string GetMajorReagentId()
|
|
{
|
|
if (_containedSolution.Contents.Count == 0)
|
|
{
|
|
return "";
|
|
}
|
|
var majorReagent = _containedSolution.Contents.OrderByDescending(reagent => reagent.Quantity).First();;
|
|
return majorReagent.ReagentId;
|
|
}
|
|
|
|
protected void UpdateFillIcon()
|
|
{
|
|
if (string.IsNullOrEmpty(_fillInitState)) return;
|
|
|
|
var percentage = (CurrentVolume / MaxVolume).Double();
|
|
var level = ContentHelpers.RoundToLevels(percentage * 100, 100, _fillInitSteps);
|
|
|
|
//Transformed glass uses special fancy sprites so we don't bother
|
|
if (level == 0 || Owner.TryGetComponent<TransformableContainerComponent>(out var transformableContainerComponent)
|
|
&& transformableContainerComponent.Transformed)
|
|
{
|
|
_spriteComponent.LayerSetColor(1, Color.Transparent);
|
|
return;
|
|
}
|
|
_fillSprite = new SpriteSpecifier.Rsi(_fillPath, _fillInitState+level);
|
|
_spriteComponent.LayerSetSprite(1, _fillSprite);
|
|
_spriteComponent.LayerSetColor(1,SubstanceColor);
|
|
}
|
|
|
|
protected virtual void OnSolutionChanged(bool skipColor)
|
|
{
|
|
if (!skipColor)
|
|
RecalculateColor();
|
|
|
|
UpdateFillIcon();
|
|
_chemistrySystem.HandleSolutionChange(Owner);
|
|
}
|
|
}
|
|
}
|