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#nullable enable
using System ;
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using Content.Server.Atmos ;
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using Content.Server.GameObjects.Components.Chemistry ;
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using Content.Server.GameObjects.Components.Items.Storage ;
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using Content.Server.GameObjects.EntitySystems ;
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using Content.Server.Interfaces ;
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using Content.Server.Interfaces.Chat ;
using Content.Server.Interfaces.GameObjects ;
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using Content.Shared.Chemistry ;
using Content.Shared.GameObjects ;
using Content.Shared.GameObjects.Components.Interactable ;
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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.Utility ;
using Robust.Shared.ViewVariables ;
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using Robust.Shared.Serialization ;
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using Content.Shared.GameObjects.EntitySystems ;
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namespace Content.Server.GameObjects.Components.Interactable
{
[RegisterComponent]
[ComponentReference(typeof(ToolComponent))]
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[ComponentReference(typeof(IToolComponent))]
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public class WelderComponent : ToolComponent , IExamine , IUse , ISuicideAct , ISolutionChange
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{
#pragma warning disable 649
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[Dependency] private readonly IEntitySystemManager _entitySystemManager = default ! ;
[Dependency] private readonly IServerNotifyManager _notifyManager = default ! ;
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#pragma warning restore 649
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 ;
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private bool _welderLit ;
private WelderSystem _welderSystem = default ! ;
private SpriteComponent ? _spriteComponent ;
private SolutionComponent ? _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 ;
[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 ) ;
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Owner . TryGetComponent ( out _pointLightComponent ) ;
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}
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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 ) ;
}
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public override bool UseTool ( IEntity user , IEntity target , ToolQuality toolQualityNeeded )
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{
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var canUse = base . UseTool ( user , target , toolQualityNeeded ) ;
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return toolQualityNeeded . HasFlag ( ToolQuality . Welding ) ? canUse & & TryWeld ( DefaultFuelCost , user ) : canUse ;
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}
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public bool UseTool ( IEntity user , IEntity target , ToolQuality toolQualityNeeded , float fuelConsumed )
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{
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return base . UseTool ( user , target , toolQualityNeeded ) & & TryWeld ( fuelConsumed , user ) ;
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}
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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 )
{
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if ( ! silent ) _notifyManager . PopupMessage ( Owner , user , Loc . GetString ( "The welder is turned off!" ) ) ;
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return false ;
}
if ( ! CanWeld ( value ) )
{
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if ( ! silent ) _notifyManager . PopupMessage ( Owner , 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 ;
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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>
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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" ;
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_spriteComponent ? . LayerSetVisible ( 1 , false ) ;
if ( _pointLightComponent ! = null ) _pointLightComponent . Enabled = false ;
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PlaySoundCollection ( "WelderOff" , - 5 ) ;
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_welderSystem . Unsubscribe ( this ) ;
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return true ;
}
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if ( ! CanLitWelder ( ) )
{
_notifyManager . PopupMessage ( Owner , user , Loc . GetString ( "The welder has no fuel left!" ) ) ;
return false ;
}
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WelderLit = true ;
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item . EquippedPrefix = "on" ;
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_spriteComponent ? . LayerSetVisible ( 1 , true ) ;
if ( _pointLightComponent ! = null ) _pointLightComponent . Enabled = true ;
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PlaySoundCollection ( "WelderOn" , - 5 ) ;
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_welderSystem . Subscribe ( this ) ;
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Owner . Transform . GridPosition
. 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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}
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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" ) ) ;
}
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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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}
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protected override void Shutdown ( )
{
base . Shutdown ( ) ;
_welderSystem . Unsubscribe ( this ) ;
}
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public void OnUpdate ( float frameTime )
{
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if ( ! HasQuality ( ToolQuality . Welding ) | | ! WelderLit | | Owner . Deleted )
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return ;
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_solutionComponent ? . TryRemoveReagent ( "chem.WeldingFuel" , ReagentUnit . New ( FuelLossRate * frameTime ) ) ;
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Owner . Transform . GridPosition
. GetTileAtmosphere ( ) ? . HotspotExpose ( 700f , 50f , true ) ;
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if ( Fuel = = 0 )
ToggleWelderStatus ( ) ;
}
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public SuicideKind Suicide ( IEntity victim , IChatManager chat )
{
if ( TryWeld ( 5 , victim , silent : true ) )
{
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PlaySoundCollection ( WeldSoundCollection ) ;
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chat . EntityMe ( victim , Loc . GetString ( "welds {0:their} every orifice closed! It looks like {0:theyre} trying to commit suicide!" , victim ) ) ; //TODO: theyre macro
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>
2020-08-17 01:42:42 +02:00
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chat . EntityMe ( victim , Loc . GetString ( "bashes {0:themselves} with the {1}!" , victim , Owner . Name ) ) ;
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>
2020-08-17 01:42:42 +02:00
return SuicideKind . Blunt ;
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}
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public void SolutionChanged ( SolutionChangeEventArgs eventArgs )
{
Dirty ( ) ;
}
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}
}