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crystall-punk-14/Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs

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using Content.Server.Administration.Logs;
ECS verbs and update context menu (#4594) * Functioning ECS verbs Currently only ID card console works. * Changed verb types and allow ID card insertions * Verb GUI sorting and verb networking * More networking, and shared components * Clientside verbs work now. * Verb enums changed to bitmask flags * Verb Categories redo * Fix range check * GasTank Verb * Remove unnecessary bodypart verb * Buckle Verb * buckle & unbuckle verbs * Updated range checks * Item cabinet verbs * Add range user override * construction verb * Chemistry machine verbs * Climb Verb * Generalise pulled entity verbs * ViewVariables Verb * rejuvenate, delete, sentient, control verbs * Outfit verb * inrangeunoccluded and tubedirection verbs * attach-to verbs * remove unused verbs and move VV * Rename DebugVerbSystem * Ghost role and pointing verbs * Remove global verbs * Allow verbs to raise events * Changing categories and simplifying debug verbs * Add rotate and flip verbs * fix rejuvenate test * redo context menu * new Add Gas debug verb * Add Set Temperature debug verb * Uncuff verb * Disposal unit verbs * Add pickup verb * lock/unlock verb * Remove verb type, add specific verb events * rename verb messages -> events * Context menu displays verbs by interaction type * Updated context menu HandleMove previously, checked if entities moved 1 tile from click location. Now checks if entities moved out of view. Now you can actually right-click interact with yourself while walking! * Misc Verb menu GUI changes * Fix non-human/ghost verbs * Update types and categories * Allow non-ghost/human to open context menu * configuration verb * tagger verb * Morgue Verbs * Medical Scanner Verbs * Fix solution refactor merge issues * Fix context menu in-view check * Remove prepare GUI * Redo verb restrictions * Fix context menu UI * Disposal Verbs * Spill verb * Light verb * Hand Held light verb * power cell verbs * storage verbs and adding names to insert/eject * Pulling verb * Close context menu on verb execution * Strip verb * AmmoBox verb * fix pull verb * gun barrel verbs revolver verb energy weapon verbs Bolt action verb * Magazine gun barrel verbs * Add charger verbs * PDA verbs * Transfer amount verb * Add reagent verb * make alt-click use ECS verbs * Delete old verb files * Magboot verb * finalising tweaks * context menu visibility changes * code cleanup * Update AdminAddReagentUI.cs * Remove HasFlag * Consistent verb keys * Remove Linq, add comment * Fix in-inventory check * Update GUI text alignment and padding * Added close-menu option * Changed some "interaction" verbs to "activation" * Remove verb keys, use sorted sets * fix master merge * update some verb text * Undo Changes Remove some new verbs that can be added later undid some .ftl bugfixes, can and should be done separately * fix merge * Undo file rename * fix merge * Misc Cleanup * remove contraction * Fix keybinding issue * fix comment * merge fix * fix merge * fix merge * fix merge * fix merge * fix open-close verbs * adjust uncuff verb * fix merge and undo the renaming of SharedPullableComponent to PullableComponent. I'm tired of all of those merge conflicts
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using Content.Server.Chemistry.Components;
using Content.Server.Chemistry.Containers.EntitySystems;
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using Content.Shared.Chemistry;
using Content.Shared.Chemistry.Dispenser;
using Content.Shared.Chemistry.EntitySystems;
using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Containers.ItemSlots;
using Content.Shared.Database;
using Content.Shared.Emag.Components;
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using Content.Shared.Emag.Systems;
using JetBrains.Annotations;
using Robust.Server.Audio;
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using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
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using Robust.Shared.Prototypes;
using System.Linq;
namespace Content.Server.Chemistry.EntitySystems
{
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/// <summary>
/// Contains all the server-side logic for reagent dispensers.
/// <seealso cref="ReagentDispenserComponent"/>
/// </summary>
[UsedImplicitly]
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public sealed class ReagentDispenserSystem : EntitySystem
{
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[Dependency] private readonly AudioSystem _audioSystem = default!;
[Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!;
[Dependency] private readonly ItemSlotsSystem _itemSlotsSystem = default!;
[Dependency] private readonly UserInterfaceSystem _userInterfaceSystem = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
public override void Initialize()
{
base.Initialize();
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SubscribeLocalEvent<ReagentDispenserComponent, ComponentStartup>(SubscribeUpdateUiState);
SubscribeLocalEvent<ReagentDispenserComponent, SolutionContainerChangedEvent>(SubscribeUpdateUiState);
SubscribeLocalEvent<ReagentDispenserComponent, EntInsertedIntoContainerMessage>(SubscribeUpdateUiState);
SubscribeLocalEvent<ReagentDispenserComponent, EntRemovedFromContainerMessage>(SubscribeUpdateUiState);
SubscribeLocalEvent<ReagentDispenserComponent, BoundUIOpenedEvent>(SubscribeUpdateUiState);
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SubscribeLocalEvent<ReagentDispenserComponent, GotEmaggedEvent>(OnEmagged);
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SubscribeLocalEvent<ReagentDispenserComponent, ReagentDispenserSetDispenseAmountMessage>(OnSetDispenseAmountMessage);
SubscribeLocalEvent<ReagentDispenserComponent, ReagentDispenserDispenseReagentMessage>(OnDispenseReagentMessage);
SubscribeLocalEvent<ReagentDispenserComponent, ReagentDispenserClearContainerSolutionMessage>(OnClearContainerSolutionMessage);
}
private void SubscribeUpdateUiState<T>(Entity<ReagentDispenserComponent> ent, ref T ev)
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{
UpdateUiState(ent);
}
private void UpdateUiState(Entity<ReagentDispenserComponent> reagentDispenser)
{
var outputContainer = _itemSlotsSystem.GetItemOrNull(reagentDispenser, SharedReagentDispenser.OutputSlotName);
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var outputContainerInfo = BuildOutputContainerInfo(outputContainer);
var inventory = GetInventory(reagentDispenser);
var state = new ReagentDispenserBoundUserInterfaceState(outputContainerInfo, inventory, reagentDispenser.Comp.DispenseAmount);
_userInterfaceSystem.TrySetUiState(reagentDispenser, ReagentDispenserUiKey.Key, state);
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}
private ContainerInfo? BuildOutputContainerInfo(EntityUid? container)
{
if (container is not { Valid: true })
return null;
if (_solutionContainerSystem.TryGetFitsInDispenser(container.Value, out _, out var solution))
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{
return new ContainerInfo(Name(container.Value), solution.Volume, solution.MaxVolume)
{
Reagents = solution.Contents
};
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}
return null;
}
private List<ReagentId> GetInventory(Entity<ReagentDispenserComponent> ent)
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{
var reagentDispenser = ent.Comp;
var inventory = new List<ReagentId>();
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if (reagentDispenser.PackPrototypeId is not null
&& _prototypeManager.TryIndex(reagentDispenser.PackPrototypeId, out ReagentDispenserInventoryPrototype? packPrototype))
{
inventory.AddRange(packPrototype.Inventory.Select(x => new ReagentId(x, null)));
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}
if (HasComp<EmaggedComponent>(ent)
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&& reagentDispenser.EmagPackPrototypeId is not null
&& _prototypeManager.TryIndex(reagentDispenser.EmagPackPrototypeId, out ReagentDispenserInventoryPrototype? emagPackPrototype))
{
inventory.AddRange(emagPackPrototype.Inventory.Select(x => new ReagentId(x, null)));
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}
return inventory;
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}
private void OnEmagged(Entity<ReagentDispenserComponent> reagentDispenser, ref GotEmaggedEvent args)
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{
// adding component manually to have correct state
EntityManager.AddComponent<EmaggedComponent>(reagentDispenser);
UpdateUiState(reagentDispenser);
args.Handled = true;
}
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private void OnSetDispenseAmountMessage(Entity<ReagentDispenserComponent> reagentDispenser, ref ReagentDispenserSetDispenseAmountMessage message)
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{
reagentDispenser.Comp.DispenseAmount = message.ReagentDispenserDispenseAmount;
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UpdateUiState(reagentDispenser);
ClickSound(reagentDispenser);
}
private void OnDispenseReagentMessage(Entity<ReagentDispenserComponent> reagentDispenser, ref ReagentDispenserDispenseReagentMessage message)
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{
// Ensure that the reagent is something this reagent dispenser can dispense.
if (!GetInventory(reagentDispenser).Contains(message.ReagentId))
return;
var outputContainer = _itemSlotsSystem.GetItemOrNull(reagentDispenser, SharedReagentDispenser.OutputSlotName);
if (outputContainer is not { Valid: true } || !_solutionContainerSystem.TryGetFitsInDispenser(outputContainer.Value, out var solution, out _))
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return;
if (_solutionContainerSystem.TryAddReagent(solution.Value, message.ReagentId, (int) reagentDispenser.Comp.DispenseAmount, out var dispensedAmount)
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&& message.Session.AttachedEntity is not null)
{
_adminLogger.Add(LogType.ChemicalReaction, LogImpact.Medium,
$"{ToPrettyString(message.Session.AttachedEntity.Value):player} dispensed {dispensedAmount}u of {message.ReagentId} into {ToPrettyString(outputContainer.Value):entity}");
}
UpdateUiState(reagentDispenser);
ClickSound(reagentDispenser);
}
private void OnClearContainerSolutionMessage(Entity<ReagentDispenserComponent> reagentDispenser, ref ReagentDispenserClearContainerSolutionMessage message)
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{
var outputContainer = _itemSlotsSystem.GetItemOrNull(reagentDispenser, SharedReagentDispenser.OutputSlotName);
if (outputContainer is not { Valid: true } || !_solutionContainerSystem.TryGetFitsInDispenser(outputContainer.Value, out var solution, out _))
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return;
_solutionContainerSystem.RemoveAllSolution(solution.Value);
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UpdateUiState(reagentDispenser);
ClickSound(reagentDispenser);
}
private void ClickSound(Entity<ReagentDispenserComponent> reagentDispenser)
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{
_audioSystem.PlayPvs(reagentDispenser.Comp.ClickSound, reagentDispenser, AudioParams.Default.WithVolume(-2f));
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}
}
}