Files
tbd-station-14/Content.Server/GameObjects/Components/Chemistry/InjectorComponent.cs
DrSmugleaf b9196d0a10 Add a test that puts all components on an entity and checks for no exceptions (#1815)
* Add test that puts all components on an entity and checks for no exceptions

Also fix all the exceptions that happened because of this

* Add comments to the test

* Fix nullable errors

* Fix more nullable errors

* More nullable error fixes

* Unignore basic actor component

* Fix more nullable errors

* NULLABLE ERROR

* Add string interpolation

* Merge if checks

* Remove redundant pragma warning disable 649

* Address reviews

* Remove null wrappers around TryGetComponent

* Merge conflict fixes

* APC battery component error fix

* Fix power test

* Fix atmos mapgrid usages
2020-08-22 22:29:20 +02:00

254 lines
9.2 KiB
C#

#nullable enable
using System;
using Content.Server.GameObjects.Components.Body.Circulatory;
using Content.Server.Interfaces;
using Content.Server.Utility;
using Content.Shared.Chemistry;
using Content.Shared.GameObjects.Components.Chemistry;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Chemistry
{
/// <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
{
[Dependency] private readonly IServerNotifyManager _notifyManager = default!;
/// <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]
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]
private ReagentUnit _transferAmount;
/// <summary>
/// Initial storage volume of the injector
/// </summary>
[ViewVariables]
private ReagentUnit _initialMaxVolume;
/// <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)]
private InjectorToggleMode _toggleState;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _injectOnly, "injectOnly", false);
serializer.DataField(ref _initialMaxVolume, "initialMaxVolume", ReagentUnit.New(15));
serializer.DataField(ref _transferAmount, "transferAmount", ReagentUnit.New(5));
}
protected override void Startup()
{
base.Startup();
Owner.EnsureComponent<SolutionComponent>();
if (Owner.TryGetComponent(out SolutionComponent? solution))
{
solution.Capabilities |= SolutionCaps.Injector;
}
// Set _toggleState based on prototype
_toggleState = _injectOnly ? InjectorToggleMode.Inject : InjectorToggleMode.Draw;
}
/// <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();
}
_notifyManager.PopupMessage(Owner, user, Loc.GetString(msg));
Dirty();
}
/// <summary>
/// Called when clicking on entities while holding in active hand
/// </summary>
/// <param name="eventArgs"></param>
void IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
{
if (!InteractionChecks.InRangeUnobstructed(eventArgs)) return;
//Make sure we have the attacking entity
if (eventArgs.Target == null || !Owner.TryGetComponent(out SolutionComponent? solution) || !solution.Injector)
{
return;
}
var targetEntity = eventArgs.Target;
//Handle injecting/drawing for solutions
if (targetEntity.TryGetComponent<SolutionComponent>(out var targetSolution) && targetSolution.Injectable)
{
if (_toggleState == InjectorToggleMode.Inject)
{
TryInject(targetSolution, eventArgs.User);
}
else if (_toggleState == InjectorToggleMode.Draw)
{
TryDraw(targetSolution, eventArgs.User);
}
}
else //Handle injecting into bloodstream
{
if (targetEntity.TryGetComponent(out BloodstreamComponent? bloodstream) &&
_toggleState == InjectorToggleMode.Inject)
{
TryInjectIntoBloodstream(bloodstream, eventArgs.User);
}
}
}
/// <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 SolutionComponent? 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)
{
_notifyManager.PopupMessage(Owner.Transform.GridPosition, user,
Loc.GetString("Container full."));
return;
}
//Move units from attackSolution to targetSolution
var removedSolution = solution.SplitSolution(realTransferAmount);
if (!targetBloodstream.TryTransferSolution(removedSolution))
{
return;
}
_notifyManager.PopupMessage(Owner.Transform.GridPosition, user,
Loc.GetString("Injected {0}u", removedSolution.TotalVolume));
Dirty();
}
private void TryInject(SolutionComponent targetSolution, IEntity user)
{
if (!Owner.TryGetComponent(out SolutionComponent? solution) ||
solution.CurrentVolume == 0)
{
return;
}
//Get transfer amount. May be smaller than _transferAmount if not enough room
var realTransferAmount = ReagentUnit.Min(_transferAmount, targetSolution.EmptyVolume);
if (realTransferAmount <= 0)
{
_notifyManager.PopupMessage(Owner.Transform.GridPosition, user,
Loc.GetString("Container full."));
return;
}
//Move units from attackSolution to targetSolution
var removedSolution = solution.SplitSolution(realTransferAmount);
if (!targetSolution.TryAddSolution(removedSolution))
{
return;
}
_notifyManager.PopupMessage(Owner.Transform.GridPosition, user,
Loc.GetString("Injected {0}u", removedSolution.TotalVolume));
Dirty();
}
private void TryDraw(SolutionComponent targetSolution, IEntity user)
{
if (!Owner.TryGetComponent(out SolutionComponent? solution) ||
solution.EmptyVolume == 0)
{
return;
}
//Get transfer amount. May be smaller than _transferAmount if not enough room
var realTransferAmount = ReagentUnit.Min(_transferAmount, targetSolution.CurrentVolume);
if (realTransferAmount <= 0)
{
_notifyManager.PopupMessage(Owner.Transform.GridPosition, user,
Loc.GetString("Container empty"));
return;
}
//Move units from attackSolution to targetSolution
var removedSolution = targetSolution.SplitSolution(realTransferAmount);
if (!solution.TryAddSolution(removedSolution))
{
return;
}
_notifyManager.PopupMessage(Owner.Transform.GridPosition, user,
Loc.GetString("Drew {0}u", removedSolution.TotalVolume));
Dirty();
}
public override ComponentState GetComponentState()
{
Owner.TryGetComponent(out SolutionComponent? solution);
var currentVolume = solution?.CurrentVolume ?? ReagentUnit.Zero;
var maxVolume = solution?.MaxVolume ?? ReagentUnit.Zero;
return new InjectorComponentState(currentVolume, maxVolume, _toggleState);
}
}
}