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crystall-punk-14/Content.Server/GameObjects/Components/Interactable/WelderComponent.cs

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#nullable enable
using System;
using System.Threading.Tasks;
using Content.Server.Atmos;
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using Content.Server.GameObjects.Components.Chemistry;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.Interfaces.Chat;
using Content.Server.Interfaces.GameObjects;
using Content.Server.Utility;
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using Content.Shared.Chemistry;
using Content.Shared.GameObjects;
using Content.Shared.GameObjects.Components.Interactable;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Interactable
{
[RegisterComponent]
[ComponentReference(typeof(ToolComponent))]
[ComponentReference(typeof(IToolComponent))]
public class WelderComponent : ToolComponent, IExamine, IUse, ISuicideAct, ISolutionChange
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{
[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
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public override string Name => "Welder";
public override uint? NetID => ContentNetIDs.WELDER;
/// <summary>
/// Default Cost of using the welder fuel for an action
/// </summary>
public const float DefaultFuelCost = 10;
/// <summary>
/// Rate at which we expunge fuel from ourselves when activated
/// </summary>
public const float FuelLossRate = 0.5f;
private bool _welderLit;
private WelderSystem _welderSystem = default!;
private SpriteComponent? _spriteComponent;
private SolutionContainerComponent? _solutionComponent;
private PointLightComponent? _pointLightComponent;
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public string? WeldSoundCollection { get; set; }
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[ViewVariables]
public float Fuel => _solutionComponent?.Solution?.GetReagentQuantity("chem.WeldingFuel").Float() ?? 0f;
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[ViewVariables]
public float FuelCapacity => _solutionComponent?.MaxVolume.Float() ?? 0f;
/// <summary>
/// Status of welder, whether it is ignited
/// </summary>
[ViewVariables]
public bool WelderLit
{
get => _welderLit;
private set
{
_welderLit = value;
Dirty();
}
}
public override void Initialize()
{
base.Initialize();
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AddQuality(ToolQuality.Welding);
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_welderSystem = _entitySystemManager.GetEntitySystem<WelderSystem>();
Owner.TryGetComponent(out _solutionComponent);
Owner.TryGetComponent(out _spriteComponent);
Owner.TryGetComponent(out _pointLightComponent);
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}
public override void ExposeData(ObjectSerializer serializer)
{
serializer.DataField(this, collection => WeldSoundCollection, "weldSoundCollection", string.Empty);
}
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public override ComponentState GetComponentState()
{
return new WelderComponentState(FuelCapacity, Fuel, WelderLit);
}
public override async Task<bool> UseTool(IEntity user, IEntity target, float doAfterDelay, ToolQuality toolQualityNeeded, Func<bool>? doAfterCheck = null)
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{
bool ExtraCheck()
{
var extraCheck = doAfterCheck?.Invoke() ?? true;
if (!CanWeld(DefaultFuelCost))
{
target.PopupMessage(user, "Can't weld!");
return false;
}
return extraCheck;
}
var canUse = await base.UseTool(user, target, doAfterDelay, toolQualityNeeded, ExtraCheck);
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return toolQualityNeeded.HasFlag(ToolQuality.Welding) ? canUse && TryWeld(DefaultFuelCost, user) : canUse;
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}
public async Task<bool> UseTool(IEntity user, IEntity target, float doAfterDelay, ToolQuality toolQualityNeeded, float fuelConsumed, Func<bool>? doAfterCheck = null)
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{
bool ExtraCheck()
{
var extraCheck = doAfterCheck?.Invoke() ?? true;
return extraCheck && CanWeld(fuelConsumed);
}
return await base.UseTool(user, target, doAfterDelay, toolQualityNeeded, ExtraCheck) && TryWeld(fuelConsumed, user);
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}
private bool TryWeld(float value, IEntity? user = null, bool silent = false)
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{
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if (!WelderLit)
{
if(!silent) Owner.PopupMessage(user, Loc.GetString("The welder is turned off!"));
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return false;
}
if (!CanWeld(value))
{
if(!silent) Owner.PopupMessage(user, Loc.GetString("The welder does not have enough fuel for that!"));
return false;
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}
if (_solutionComponent == null)
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return false;
bool succeeded = _solutionComponent.TryRemoveReagent("chem.WeldingFuel", ReagentUnit.New(value));
if (succeeded && !silent)
{
PlaySoundCollection(WeldSoundCollection);
}
return succeeded;
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}
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private bool CanWeld(float value)
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{
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return Fuel > value || Qualities != ToolQuality.Welding;
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}
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private bool CanLitWelder()
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{
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return Fuel > 0 || Qualities != ToolQuality.Welding;
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}
/// <summary>
/// Deactivates welding tool if active, activates welding tool if possible
/// </summary>
private bool ToggleWelderStatus(IEntity? user = null)
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{
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var item = Owner.GetComponent<ItemComponent>();
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if (WelderLit)
{
WelderLit = false;
// Layer 1 is the flame.
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item.EquippedPrefix = "off";
_spriteComponent?.LayerSetVisible(1, false);
if (_pointLightComponent != null) _pointLightComponent.Enabled = false;
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PlaySoundCollection("WelderOff", -5);
_welderSystem.Unsubscribe(this);
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return true;
}
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if (!CanLitWelder())
{
Owner.PopupMessage(user, Loc.GetString("The welder has no fuel left!"));
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return false;
}
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WelderLit = true;
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item.EquippedPrefix = "on";
_spriteComponent?.LayerSetVisible(1, true);
if (_pointLightComponent != null) _pointLightComponent.Enabled = true;
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PlaySoundCollection("WelderOn", -5);
_welderSystem.Subscribe(this);
Owner.Transform.Coordinates
.GetTileAtmosphere()?.HotspotExpose(700f, 50f, true);
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return true;
}
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public bool UseEntity(UseEntityEventArgs eventArgs)
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{
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return ToggleWelderStatus(eventArgs.User);
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}
public void Examine(FormattedMessage message, bool inDetailsRange)
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{
if (WelderLit)
{
message.AddMarkup(Loc.GetString("[color=orange]Lit[/color]\n"));
}
else
{
message.AddText(Loc.GetString("Not lit\n"));
}
if (inDetailsRange)
{
message.AddMarkup(Loc.GetString("Fuel: [color={0}]{1}/{2}[/color].",
Fuel < FuelCapacity / 4f ? "darkorange" : "orange", Math.Round(Fuel), FuelCapacity));
}
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}
protected override void Shutdown()
{
base.Shutdown();
_welderSystem.Unsubscribe(this);
}
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public void OnUpdate(float frameTime)
{
if (!HasQuality(ToolQuality.Welding) || !WelderLit || Owner.Deleted)
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return;
_solutionComponent?.TryRemoveReagent("chem.WeldingFuel", ReagentUnit.New(FuelLossRate * frameTime));
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Owner.Transform.Coordinates
.GetTileAtmosphere()?.HotspotExpose(700f, 50f, true);
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if (Fuel == 0)
ToggleWelderStatus();
}
public SuicideKind Suicide(IEntity victim, IChatManager chat)
{
string othersMessage;
string selfMessage;
if (TryWeld(5, victim, silent: true))
{
PlaySoundCollection(WeldSoundCollection);
othersMessage =
Loc.GetString(
"{0:theName} welds {0:their} every orifice closed! It looks like {0:theyre} trying to commit suicide!",
victim);
victim.PopupMessageOtherClients(othersMessage);
selfMessage = Loc.GetString("You weld your every orifice closed!");
victim.PopupMessage(selfMessage);
return SuicideKind.Heat;
}
Bodysystem and damagesystem rework (#1544) * Things and stuff with grids, unfinished w/ code debug changes. * Updated submodule and also lost some progress cause I fucked it up xd * First unfinished draft of the BodySystem. Doesn't compile. * More changes to make it compile, but still just a framework. Doesn't do anything at the moment. * Many cleanup changes. * Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system" This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing changes made to 12d0dd752706bdda8879393bd8191a1199a0c978. * Commit human.yml * Updated a lot of things to be more classy, more progress overall, etc. etc. * Latest update with many changes * Minor changes * Fixed Travis build bug * Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :) * Commit rest of stuff * Latest changes * Latest changes again * 14 naked cowboys * Yay! * Latest changes (probably doesnt compile) * Surgery!!!!!!!!!~1116y * Cleaned some stuff up * More cleanup * Refactoring of code. Basic surgery path now done. * Removed readme, has been added to HackMD * Fixes typo (and thus test errors) * WIP changes, committing so I can pull latest master changes * Still working on that god awful merge * Latest changes * Latest changes!! * Beginning of refactor to BoundUserInterface * Surgery! * Latest changes - fixes pr change requests and random fixes * oops * Fixes bodypart recursion * Beginning of work on revamping the damage system. * More latest changes * Latest changes * Finished merge * Commit before removing old healthcode * Almost done with removing speciescomponent... * It compiles!!! * yahoo more work * Fixes to make it work * Merge conflict fixes * Deleting species visualizer was a mistake * IDE warnings are VERBOTEN * makes the server not kill itself on startup, some cleanup (#1) * Namespaces, comments and exception fixes * Fix conveyor and conveyor switch serialization SS14 in reactive when * Move damage, acts and body to shared Damage cleanup Comment cleanup * Rename SpeciesComponent to RotationComponent and cleanup Damage cleanup Comment cleanup * Fix nullable warnings * Address old reviews Fix off welder suicide damage type, deathmatch and suspicion * Fix new test fail with units being able to accept items when unpowered * Remove RotationComponent, change references to IBodyManagerComponent * Add a bloodstream to humans * More cleanups * Add body conduits, connections, connectors substances and valves * Revert "Add body conduits, connections, connectors substances and valves" This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20. * Implement the heart mechanism behavior with the circulatory network * Added network property to mechanism behaviors * Changed human organ sprites and added missing ones * Fix tests * Add individual body part sprite rendering * Fix error where dropped mechanisms are not initialized * Implement client/server body damage * Make DamageContainer take care of raising events * Reimplement medical scanner with the new body system * Improve the medical scanner ui * Merge conflict fixes * Fix crash when colliding with something * Fix microwave suicides and eyes sprite rendering * Fix nullable reference error * Fix up surgery client side * Fix missing using from merge conflict * Add breathing *inhale * Merge conflict fixes * Fix accumulatedframetime being reset to 0 instead of decreased by the threshold https://github.com/space-wizards/space-station-14/pull/1617 * Use and add to the new AtmosHelpers * Fix feet * Add proper coloring to dropped body parts * Fix Urist's lungs being too strong * Merge conflict fixes * Merge conflict fixes * Merge conflict fixes Co-authored-by: GlassEclipse <tsymall5@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
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othersMessage = Loc.GetString("{0:theName} bashes themselves with the unlit welding torch!", victim);
victim.PopupMessageOtherClients(othersMessage);
selfMessage = Loc.GetString("You bash yourself with the unlit welding torch!");
victim.PopupMessage(selfMessage);
Bodysystem and damagesystem rework (#1544) * Things and stuff with grids, unfinished w/ code debug changes. * Updated submodule and also lost some progress cause I fucked it up xd * First unfinished draft of the BodySystem. Doesn't compile. * More changes to make it compile, but still just a framework. Doesn't do anything at the moment. * Many cleanup changes. * Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system" This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing changes made to 12d0dd752706bdda8879393bd8191a1199a0c978. * Commit human.yml * Updated a lot of things to be more classy, more progress overall, etc. etc. * Latest update with many changes * Minor changes * Fixed Travis build bug * Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :) * Commit rest of stuff * Latest changes * Latest changes again * 14 naked cowboys * Yay! * Latest changes (probably doesnt compile) * Surgery!!!!!!!!!~1116y * Cleaned some stuff up * More cleanup * Refactoring of code. Basic surgery path now done. * Removed readme, has been added to HackMD * Fixes typo (and thus test errors) * WIP changes, committing so I can pull latest master changes * Still working on that god awful merge * Latest changes * Latest changes!! * Beginning of refactor to BoundUserInterface * Surgery! * Latest changes - fixes pr change requests and random fixes * oops * Fixes bodypart recursion * Beginning of work on revamping the damage system. * More latest changes * Latest changes * Finished merge * Commit before removing old healthcode * Almost done with removing speciescomponent... * It compiles!!! * yahoo more work * Fixes to make it work * Merge conflict fixes * Deleting species visualizer was a mistake * IDE warnings are VERBOTEN * makes the server not kill itself on startup, some cleanup (#1) * Namespaces, comments and exception fixes * Fix conveyor and conveyor switch serialization SS14 in reactive when * Move damage, acts and body to shared Damage cleanup Comment cleanup * Rename SpeciesComponent to RotationComponent and cleanup Damage cleanup Comment cleanup * Fix nullable warnings * Address old reviews Fix off welder suicide damage type, deathmatch and suspicion * Fix new test fail with units being able to accept items when unpowered * Remove RotationComponent, change references to IBodyManagerComponent * Add a bloodstream to humans * More cleanups * Add body conduits, connections, connectors substances and valves * Revert "Add body conduits, connections, connectors substances and valves" This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20. * Implement the heart mechanism behavior with the circulatory network * Added network property to mechanism behaviors * Changed human organ sprites and added missing ones * Fix tests * Add individual body part sprite rendering * Fix error where dropped mechanisms are not initialized * Implement client/server body damage * Make DamageContainer take care of raising events * Reimplement medical scanner with the new body system * Improve the medical scanner ui * Merge conflict fixes * Fix crash when colliding with something * Fix microwave suicides and eyes sprite rendering * Fix nullable reference error * Fix up surgery client side * Fix missing using from merge conflict * Add breathing *inhale * Merge conflict fixes * Fix accumulatedframetime being reset to 0 instead of decreased by the threshold https://github.com/space-wizards/space-station-14/pull/1617 * Use and add to the new AtmosHelpers * Fix feet * Add proper coloring to dropped body parts * Fix Urist's lungs being too strong * Merge conflict fixes * Merge conflict fixes * Merge conflict fixes Co-authored-by: GlassEclipse <tsymall5@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
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return SuicideKind.Blunt;
}
public void SolutionChanged(SolutionChangeEventArgs eventArgs)
{
Dirty();
}
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}
}