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tbd-station-14/Content.Server/GameObjects/Components/Atmos/GasAnalyzerComponent.cs
Pieter-Jan Briers c40ac26ced A big hecking chemistry-related refactor. (#3055)
* A big hecking chemistry-related refactor.

Changed SolutionContainerCaps. It now describes "stock" behavior for interacting with solutions that is pre-implemented by SolutionContainerComponent. As such things like syringes do not check it anymore (on themselves) to see "can we remove reagent from ourselves". That's assumed by it... being a syringe.

SolutionContainerCaps now has different flags more accurately describing possible reagent interaction behaviors.

ISolutionInteractionsComponent is the interface that describes the common behaviors like "what happens when injected with a syringe". This is implemented by SolutionContainerComponent but could be implemented by other classes. One notable example that drove me to making this interface was the /vg/station circuit imprinter which splits reagent poured in into its two reservoir beakers. Having this interface allows us to do this "proxying" behavior hack-free. (the hacks in /vg/ code were somewhat dirty...).

PourableComponent has been replaced SolutionTransferComponent. It now describes both give-and-take behavior for the common reagent containers. This is in line with /vg/'s /obj/item/weapon/reagent_containers architecture. "Taking" in this context is ONLY from reagent tanks like fuel tanks.

Oh, should I mention that fuel tanks and such have a proper component now? They do.

Because of this behavioral change, reagent tanks DO NOT have Pourable anymore. Removing from reagent tanks is now in the hands of the item used on them. Welders and fire extinguishers now have code for removing from them. This sounds bad at first but remember that all have quite unique behavior related to this: Welders cause explosions if lit and can ONLY be fueled at fuel tanks. Extinguishers can be filled at any tank, etc... The code for this is also simpler due to ISolutionInteractionsComponent now so...

IAfterInteract now works like IInteractUsing with the Priority levels and "return true to block further handlers" behavior. This was necessary to make extinguishers prioritize taking from tanks over spraying.

Explicitly coded interactions like welders refueling also means they refuse instantly to full now, which they didn't before. And it plays the sound. Etc...

Probably more stuff I'm forgetting.

* Review improvements.
2021-02-04 00:05:31 +11:00

293 lines
9.7 KiB
C#

#nullable enable
using Content.Server.GameObjects.EntitySystems;
using Content.Server.Interfaces.GameObjects.Components.Items;
using Content.Server.Utility;
using Content.Shared.Atmos;
using Content.Shared.GameObjects.Components;
using Content.Shared.GameObjects.Components.Atmos;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects;
using Robust.Server.GameObjects.Components.UserInterface;
using Robust.Server.Interfaces.GameObjects;
using Robust.Server.Interfaces.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Map;
using Robust.Shared.ViewVariables;
using System.Collections.Generic;
using System.Threading.Tasks;
namespace Content.Server.GameObjects.Components.Atmos
{
[RegisterComponent]
public class GasAnalyzerComponent : SharedGasAnalyzerComponent, IAfterInteract, IDropped, IUse
{
private GasAnalyzerDanger _pressureDanger;
private float _timeSinceSync;
private const float TimeBetweenSyncs = 2f;
private bool _checkPlayer = false; // Check at the player pos or at some other tile?
private EntityCoordinates? _position; // The tile that we scanned
private AppearanceComponent? _appearance;
[ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(GasAnalyzerUiKey.Key);
public override void Initialize()
{
base.Initialize();
if (UserInterface != null)
{
UserInterface.OnReceiveMessage += UserInterfaceOnReceiveMessage;
UserInterface.OnClosed += UserInterfaceOnClose;
}
Owner.TryGetComponent(out _appearance);
}
public override ComponentState GetComponentState()
{
return new GasAnalyzerComponentState(_pressureDanger);
}
/// <summary>
/// Call this from other components to open the gas analyzer UI.
/// Uses the player position.
/// </summary>
/// <param name="session">The session to open the ui for</param>
public void OpenInterface(IPlayerSession session)
{
_checkPlayer = true;
_position = null;
UserInterface?.Open(session);
UpdateUserInterface();
UpdateAppearance(true);
Resync();
}
/// <summary>
/// Call this from other components to open the gas analyzer UI.
/// Uses a given position.
/// </summary>
/// <param name="session">The session to open the ui for</param>
/// <param name="pos">The position to analyze the gas</param>
public void OpenInterface(IPlayerSession session, EntityCoordinates pos)
{
_checkPlayer = false;
_position = pos;
UserInterface?.Open(session);
UpdateUserInterface();
UpdateAppearance(true);
Resync();
}
public void ToggleInterface(IPlayerSession session)
{
if (UserInterface == null)
return;
if (UserInterface.SessionHasOpen(session))
CloseInterface(session);
else
OpenInterface(session);
}
public void CloseInterface(IPlayerSession session)
{
_position = null;
UserInterface?.Close(session);
// Our OnClose will do the appearance stuff
Resync();
}
private void UserInterfaceOnClose(IPlayerSession obj)
{
UpdateAppearance(false);
}
private void UpdateAppearance(bool open)
{
_appearance?.SetData(GasAnalyzerVisuals.VisualState,
open ? GasAnalyzerVisualState.Working : GasAnalyzerVisualState.Off);
}
public void Update(float frameTime)
{
_timeSinceSync += frameTime;
if (_timeSinceSync > TimeBetweenSyncs)
{
Resync();
UpdateUserInterface();
}
}
private void Resync()
{
// Already get the pressure before Dirty(), because we can't get the EntitySystem in that thread or smth
var pressure = 0f;
var gam = EntitySystem.Get<AtmosphereSystem>().GetGridAtmosphere(Owner.Transform.GridID);
var tile = gam?.GetTile(Owner.Transform.Coordinates)?.Air;
if (tile != null)
{
pressure = tile.Pressure;
}
if (pressure >= Atmospherics.HazardHighPressure || pressure <= Atmospherics.HazardLowPressure)
{
_pressureDanger = GasAnalyzerDanger.Hazard;
}
else if (pressure >= Atmospherics.WarningHighPressure || pressure <= Atmospherics.WarningLowPressure)
{
_pressureDanger = GasAnalyzerDanger.Warning;
}
else
{
_pressureDanger = GasAnalyzerDanger.Nominal;
}
Dirty();
_timeSinceSync = 0f;
}
private void UpdateUserInterface()
{
if (UserInterface == null)
{
return;
}
string? error = null;
// Check if the player is still holding the gas analyzer => if not, don't update
foreach (var session in UserInterface.SubscribedSessions)
{
if (session.AttachedEntity == null)
return;
if (!session.AttachedEntity.TryGetComponent(out IHandsComponent? handsComponent))
return;
var activeHandEntity = handsComponent?.GetActiveHand?.Owner;
if (activeHandEntity == null || !activeHandEntity.TryGetComponent(out GasAnalyzerComponent? gasAnalyzer))
{
return;
}
}
var pos = Owner.Transform.Coordinates;
if (!_checkPlayer && _position.HasValue)
{
// Check if position is out of range => don't update
if (!_position.Value.InRange(Owner.EntityManager, pos, SharedInteractionSystem.InteractionRange))
return;
pos = _position.Value;
}
var atmosSystem = EntitySystem.Get<AtmosphereSystem>();
var gam = atmosSystem.GetGridAtmosphere(pos.GetGridId(Owner.EntityManager));
var tile = gam.GetTile(pos)?.Air;
if (tile == null)
{
error = "No Atmosphere!";
UserInterface.SetState(
new GasAnalyzerBoundUserInterfaceState(
0,
0,
null,
error));
return;
}
var gases = new List<GasEntry>();
for (var i = 0; i < Atmospherics.TotalNumberOfGases; i++)
{
var gas = atmosSystem.GetGas(i);
if (tile.Gases[i] <= Atmospherics.GasMinMoles) continue;
gases.Add(new GasEntry(gas.Name, tile.Gases[i], gas.Color));
}
UserInterface.SetState(
new GasAnalyzerBoundUserInterfaceState(
tile.Pressure,
tile.Temperature,
gases.ToArray(),
error));
}
private void UserInterfaceOnReceiveMessage(ServerBoundUserInterfaceMessage serverMsg)
{
var message = serverMsg.Message;
switch (message)
{
case GasAnalyzerRefreshMessage msg:
var player = serverMsg.Session.AttachedEntity;
if (player == null)
{
return;
}
if (!player.TryGetComponent(out IHandsComponent? handsComponent))
{
Owner.PopupMessage(player, Loc.GetString("You have no hands."));
return;
}
var activeHandEntity = handsComponent.GetActiveHand?.Owner;
if (activeHandEntity == null || !activeHandEntity.TryGetComponent(out GasAnalyzerComponent? gasAnalyzer))
{
serverMsg.Session.AttachedEntity.PopupMessage(Loc.GetString("You need a Gas Analyzer in your hand!"));
return;
}
UpdateUserInterface();
Resync();
break;
}
}
async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
{
if (!eventArgs.CanReach)
{
eventArgs.User.PopupMessage(Loc.GetString("You can't reach there!"));
return true;
}
if (eventArgs.User.TryGetComponent(out IActorComponent? actor))
{
OpenInterface(actor.playerSession, eventArgs.ClickLocation);
}
return true;
}
void IDropped.Dropped(DroppedEventArgs eventArgs)
{
if (eventArgs.User.TryGetComponent(out IActorComponent? actor))
{
CloseInterface(actor.playerSession);
}
}
bool IUse.UseEntity(UseEntityEventArgs eventArgs)
{
if (eventArgs.User.TryGetComponent(out IActorComponent? actor))
{
ToggleInterface(actor.playerSession);
return true;
}
return false;
}
}
}