* 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.
208 lines
7.2 KiB
C#
208 lines
7.2 KiB
C#
using System.Linq;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Body.Behavior;
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using Content.Server.GameObjects.Components.Chemistry;
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using Content.Server.GameObjects.Components.Fluids;
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using Content.Shared.Audio;
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using Content.Shared.Chemistry;
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using Content.Shared.GameObjects.Components.Body;
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using Content.Shared.GameObjects.Components.Nutrition;
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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 Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Nutrition
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{
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[RegisterComponent]
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public class DrinkComponent : Component, IUse, IAfterInteract, ISolutionChange, IExamine, ILand
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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public override string Name => "Drink";
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[ViewVariables]
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private SolutionContainerComponent _contents;
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[ViewVariables]
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private string _useSound;
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[ViewVariables]
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private bool _defaultToOpened;
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[ViewVariables(VVAccess.ReadWrite)]
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public ReagentUnit TransferAmount { get; private set; } = ReagentUnit.New(2);
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[ViewVariables(VVAccess.ReadWrite)]
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public bool Opened { get; protected set; }
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[ViewVariables]
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public bool Empty => _contents.CurrentVolume.Float() <= 0;
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private AppearanceComponent _appearanceComponent;
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private string _soundCollection;
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private bool _pressurized;
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private string _burstSound;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _useSound, "useSound", "/Audio/Items/drink.ogg");
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serializer.DataField(ref _defaultToOpened, "isOpen", false); // For things like cups of coffee.
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serializer.DataField(ref _soundCollection, "openSounds", "canOpenSounds");
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serializer.DataField(ref _pressurized, "pressurized", false);
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serializer.DataField(ref _burstSound, "burstSound", "/Audio/Effects/flash_bang.ogg");
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}
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public override void Initialize()
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{
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base.Initialize();
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Owner.TryGetComponent(out _appearanceComponent);
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if (!Owner.TryGetComponent(out _contents))
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{
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_contents = Owner.AddComponent<SolutionContainerComponent>();
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}
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_contents.Capabilities = SolutionContainerCaps.Refillable | SolutionContainerCaps.Drainable;
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Opened = _defaultToOpened;
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UpdateAppearance();
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}
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void ISolutionChange.SolutionChanged(SolutionChangeEventArgs eventArgs)
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{
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UpdateAppearance();
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}
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private void UpdateAppearance()
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{
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_appearanceComponent?.SetData(SharedFoodComponent.FoodVisuals.Visual, _contents.CurrentVolume.Float());
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}
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bool IUse.UseEntity(UseEntityEventArgs args)
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{
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if (!Opened)
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{
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//Do the opening stuff like playing the sounds.
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var soundCollection = _prototypeManager.Index<SoundCollectionPrototype>(_soundCollection);
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var file = _random.Pick(soundCollection.PickFiles);
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EntitySystem.Get<AudioSystem>().PlayFromEntity(file, args.User, AudioParams.Default);
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Opened = true;
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return false;
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}
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if (_contents.CurrentVolume.Float() <= 0)
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{
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args.User.PopupMessage(Loc.GetString("{0:theName} is empty!", Owner));
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return true;
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}
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return TryUseDrink(args.User);
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}
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//Force feeding a drink to someone.
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async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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{
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TryUseDrink(eventArgs.Target, forced: true);
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return true;
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}
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public void Examine(FormattedMessage message, bool inDetailsRange)
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{
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if (!Opened || !inDetailsRange)
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{
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return;
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}
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var color = Empty ? "gray" : "yellow";
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var openedText = Loc.GetString(Empty ? "Empty" : "Opened");
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message.AddMarkup(Loc.GetString("[color={0}]{1}[/color]", color, openedText));
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}
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private bool TryUseDrink(IEntity target, bool forced = false)
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{
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if (target == null || !_contents.CanDrain)
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{
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return false;
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}
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if (!Opened)
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{
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target.PopupMessage(Loc.GetString("Open {0:theName} first!", Owner));
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return false;
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}
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if (_contents.CurrentVolume.Float() <= 0)
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{
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if (!forced)
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{
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target.PopupMessage(Loc.GetString("{0:theName} is empty!", Owner));
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}
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return false;
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}
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if (!target.TryGetComponent(out IBody body) ||
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!body.TryGetMechanismBehaviors<StomachBehavior>(out var stomachs))
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{
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return false;
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}
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var transferAmount = ReagentUnit.Min(TransferAmount, _contents.CurrentVolume);
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var split = _contents.SplitSolution(transferAmount);
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var firstStomach = stomachs.FirstOrDefault(stomach => stomach.CanTransferSolution(split));
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// All stomach are full or can't handle whatever solution we have.
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if (firstStomach == null)
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{
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_contents.TryAddSolution(split);
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target.PopupMessage(Loc.GetString("You've had enough {0:theName}!", Owner));
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return false;
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}
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if (_useSound != null)
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{
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EntitySystem.Get<AudioSystem>().PlayFromEntity(_useSound, target, AudioParams.Default.WithVolume(-2f));
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}
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target.PopupMessage(Loc.GetString("Slurp"));
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UpdateAppearance();
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// TODO: Account for partial transfer.
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split.DoEntityReaction(target, ReactionMethod.Ingestion);
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firstStomach.TryTransferSolution(split);
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return true;
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}
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void ILand.Land(LandEventArgs eventArgs)
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{
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if (_pressurized &&
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!Opened &&
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_random.Prob(0.25f) &&
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Owner.TryGetComponent(out SolutionContainerComponent component))
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{
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Opened = true;
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var solution = component.SplitSolution(component.CurrentVolume);
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solution.SpillAt(Owner, "PuddleSmear");
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EntitySystem.Get<AudioSystem>().PlayFromEntity(_burstSound, Owner,
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AudioParams.Default.WithVolume(-4));
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}
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}
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}
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}
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