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crystall-punk-14/Content.Server/Chemistry/Components/ReagentDispenserComponent.cs

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Reagent dispensers (#360) * Expose more private values of Solution and SolutionComponent Expose SolutionComponent.ContainedSolution and Solution.Contents. Both needed by ReagentDispenserComponent. * Implement IExamine for SolutionComponent Allows players to see the contents of a solution by examining the entity which contains it. * Implement ReagentDispenserComponent Adds ReagentDispenserComponent. A component which can add or remove reagents from a solution container. It's written in a general way so that it can be used for things such as the Chemical dispensers in chemistry, but also the booze and soda dispensers in the bar. The chemicals it may dispense are defined in yaml, similar to the way that vending machines define which entities they can dispense, by defining a reagent pack. * Add chemical dispenser and equipment Adds the chemical dispenser, beaker, large beaker, dropper, and a few more chemicals. * Add booze and soda dispensers. Adds the booze and soda dispensers, and a few chemicals for them to dispense. There's no drink mixing or drunkenness yet. * Update engine submodule. * Remove unneeded and commented out code Had a few WIP notes and debug code bits I forgot to remove beforehand. * Make SolutionComponent._containedSolution and it's values private again - Remove `SolutionComponent.ContainedSolution` property, replace with specific access functions to maintain safety. - Make Solution.Contents return a `ReadOnlyCollection` instead of `_contents` to prevent uncontrolled access to the Solution values. - Add `SolutionComponent.RemoveAllSolution()` * Update Content.Shared/Chemistry/Solution.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Update Content.Shared/GameObjects/Components/Chemistry/SolutionComponent.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Add import for IReadOnlyList to Shared/SolutionComponent.cs * Add documentation * Improve localization Improve use of ILocalizationManager. * Resolve ReagentDispenserWindow._localizationManager before using it Forgot to do this in the last commit, resulting in a crash. Oops. * Add SolutionCaps.FitsInDispenser. Use in ReagentDispenserComponent. Used to limit large containers like buckets or mop buckets from being placed in a dispenser. Both have large capacities (500) and weren't designed to hold certain chemicals like a beaker is, so for now they can be blocked from being put in a dispenser by giving them that flag. * Add colors to new reagents * Update engine submodule
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using System.Linq;
using Content.Server.Chemistry.EntitySystems;
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using Content.Server.Power.Components;
using Content.Server.UserInterface;
using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Dispenser;
using Content.Shared.Containers.ItemSlots;
using Content.Shared.FixedPoint;
using Content.Shared.Sound;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Player;
Reagent dispensers (#360) * Expose more private values of Solution and SolutionComponent Expose SolutionComponent.ContainedSolution and Solution.Contents. Both needed by ReagentDispenserComponent. * Implement IExamine for SolutionComponent Allows players to see the contents of a solution by examining the entity which contains it. * Implement ReagentDispenserComponent Adds ReagentDispenserComponent. A component which can add or remove reagents from a solution container. It's written in a general way so that it can be used for things such as the Chemical dispensers in chemistry, but also the booze and soda dispensers in the bar. The chemicals it may dispense are defined in yaml, similar to the way that vending machines define which entities they can dispense, by defining a reagent pack. * Add chemical dispenser and equipment Adds the chemical dispenser, beaker, large beaker, dropper, and a few more chemicals. * Add booze and soda dispensers. Adds the booze and soda dispensers, and a few chemicals for them to dispense. There's no drink mixing or drunkenness yet. * Update engine submodule. * Remove unneeded and commented out code Had a few WIP notes and debug code bits I forgot to remove beforehand. * Make SolutionComponent._containedSolution and it's values private again - Remove `SolutionComponent.ContainedSolution` property, replace with specific access functions to maintain safety. - Make Solution.Contents return a `ReadOnlyCollection` instead of `_contents` to prevent uncontrolled access to the Solution values. - Add `SolutionComponent.RemoveAllSolution()` * Update Content.Shared/Chemistry/Solution.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Update Content.Shared/GameObjects/Components/Chemistry/SolutionComponent.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Add import for IReadOnlyList to Shared/SolutionComponent.cs * Add documentation * Improve localization Improve use of ILocalizationManager. * Resolve ReagentDispenserWindow._localizationManager before using it Forgot to do this in the last commit, resulting in a crash. Oops. * Add SolutionCaps.FitsInDispenser. Use in ReagentDispenserComponent. Used to limit large containers like buckets or mop buckets from being placed in a dispenser. Both have large capacities (500) and weren't designed to hold certain chemicals like a beaker is, so for now they can be blocked from being put in a dispenser by giving them that flag. * Add colors to new reagents * Update engine submodule
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
Reagent dispensers (#360) * Expose more private values of Solution and SolutionComponent Expose SolutionComponent.ContainedSolution and Solution.Contents. Both needed by ReagentDispenserComponent. * Implement IExamine for SolutionComponent Allows players to see the contents of a solution by examining the entity which contains it. * Implement ReagentDispenserComponent Adds ReagentDispenserComponent. A component which can add or remove reagents from a solution container. It's written in a general way so that it can be used for things such as the Chemical dispensers in chemistry, but also the booze and soda dispensers in the bar. The chemicals it may dispense are defined in yaml, similar to the way that vending machines define which entities they can dispense, by defining a reagent pack. * Add chemical dispenser and equipment Adds the chemical dispenser, beaker, large beaker, dropper, and a few more chemicals. * Add booze and soda dispensers. Adds the booze and soda dispensers, and a few chemicals for them to dispense. There's no drink mixing or drunkenness yet. * Update engine submodule. * Remove unneeded and commented out code Had a few WIP notes and debug code bits I forgot to remove beforehand. * Make SolutionComponent._containedSolution and it's values private again - Remove `SolutionComponent.ContainedSolution` property, replace with specific access functions to maintain safety. - Make Solution.Contents return a `ReadOnlyCollection` instead of `_contents` to prevent uncontrolled access to the Solution values. - Add `SolutionComponent.RemoveAllSolution()` * Update Content.Shared/Chemistry/Solution.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Update Content.Shared/GameObjects/Components/Chemistry/SolutionComponent.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Add import for IReadOnlyList to Shared/SolutionComponent.cs * Add documentation * Improve localization Improve use of ILocalizationManager. * Resolve ReagentDispenserWindow._localizationManager before using it Forgot to do this in the last commit, resulting in a crash. Oops. * Add SolutionCaps.FitsInDispenser. Use in ReagentDispenserComponent. Used to limit large containers like buckets or mop buckets from being placed in a dispenser. Both have large capacities (500) and weren't designed to hold certain chemicals like a beaker is, so for now they can be blocked from being put in a dispenser by giving them that flag. * Add colors to new reagents * Update engine submodule
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namespace Content.Server.Chemistry.Components
Reagent dispensers (#360) * Expose more private values of Solution and SolutionComponent Expose SolutionComponent.ContainedSolution and Solution.Contents. Both needed by ReagentDispenserComponent. * Implement IExamine for SolutionComponent Allows players to see the contents of a solution by examining the entity which contains it. * Implement ReagentDispenserComponent Adds ReagentDispenserComponent. A component which can add or remove reagents from a solution container. It's written in a general way so that it can be used for things such as the Chemical dispensers in chemistry, but also the booze and soda dispensers in the bar. The chemicals it may dispense are defined in yaml, similar to the way that vending machines define which entities they can dispense, by defining a reagent pack. * Add chemical dispenser and equipment Adds the chemical dispenser, beaker, large beaker, dropper, and a few more chemicals. * Add booze and soda dispensers. Adds the booze and soda dispensers, and a few chemicals for them to dispense. There's no drink mixing or drunkenness yet. * Update engine submodule. * Remove unneeded and commented out code Had a few WIP notes and debug code bits I forgot to remove beforehand. * Make SolutionComponent._containedSolution and it's values private again - Remove `SolutionComponent.ContainedSolution` property, replace with specific access functions to maintain safety. - Make Solution.Contents return a `ReadOnlyCollection` instead of `_contents` to prevent uncontrolled access to the Solution values. - Add `SolutionComponent.RemoveAllSolution()` * Update Content.Shared/Chemistry/Solution.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Update Content.Shared/GameObjects/Components/Chemistry/SolutionComponent.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Add import for IReadOnlyList to Shared/SolutionComponent.cs * Add documentation * Improve localization Improve use of ILocalizationManager. * Resolve ReagentDispenserWindow._localizationManager before using it Forgot to do this in the last commit, resulting in a crash. Oops. * Add SolutionCaps.FitsInDispenser. Use in ReagentDispenserComponent. Used to limit large containers like buckets or mop buckets from being placed in a dispenser. Both have large capacities (500) and weren't designed to hold certain chemicals like a beaker is, so for now they can be blocked from being put in a dispenser by giving them that flag. * Add colors to new reagents * Update engine submodule
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{
/// <summary>
/// Contains all the server-side logic for reagent dispensers. See also <see cref="SharedReagentDispenserComponent"/>.
/// This includes initializing the component based on prototype data, and sending and receiving messages from the client.
/// Messages sent to the client are used to update update the user interface for a component instance.
/// Messages sent from the client are used to handle ui button presses.
/// </summary>
[RegisterComponent]
[ComponentReference(typeof(SharedReagentDispenserComponent))]
public sealed class ReagentDispenserComponent : SharedReagentDispenserComponent
Reagent dispensers (#360) * Expose more private values of Solution and SolutionComponent Expose SolutionComponent.ContainedSolution and Solution.Contents. Both needed by ReagentDispenserComponent. * Implement IExamine for SolutionComponent Allows players to see the contents of a solution by examining the entity which contains it. * Implement ReagentDispenserComponent Adds ReagentDispenserComponent. A component which can add or remove reagents from a solution container. It's written in a general way so that it can be used for things such as the Chemical dispensers in chemistry, but also the booze and soda dispensers in the bar. The chemicals it may dispense are defined in yaml, similar to the way that vending machines define which entities they can dispense, by defining a reagent pack. * Add chemical dispenser and equipment Adds the chemical dispenser, beaker, large beaker, dropper, and a few more chemicals. * Add booze and soda dispensers. Adds the booze and soda dispensers, and a few chemicals for them to dispense. There's no drink mixing or drunkenness yet. * Update engine submodule. * Remove unneeded and commented out code Had a few WIP notes and debug code bits I forgot to remove beforehand. * Make SolutionComponent._containedSolution and it's values private again - Remove `SolutionComponent.ContainedSolution` property, replace with specific access functions to maintain safety. - Make Solution.Contents return a `ReadOnlyCollection` instead of `_contents` to prevent uncontrolled access to the Solution values. - Add `SolutionComponent.RemoveAllSolution()` * Update Content.Shared/Chemistry/Solution.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Update Content.Shared/GameObjects/Components/Chemistry/SolutionComponent.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Add import for IReadOnlyList to Shared/SolutionComponent.cs * Add documentation * Improve localization Improve use of ILocalizationManager. * Resolve ReagentDispenserWindow._localizationManager before using it Forgot to do this in the last commit, resulting in a crash. Oops. * Add SolutionCaps.FitsInDispenser. Use in ReagentDispenserComponent. Used to limit large containers like buckets or mop buckets from being placed in a dispenser. Both have large capacities (500) and weren't designed to hold certain chemicals like a beaker is, so for now they can be blocked from being put in a dispenser by giving them that flag. * Add colors to new reagents * Update engine submodule
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{
private static ReagentInventoryComparer _comparer = new();
public static string SolutionName = "reagent";
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IEntityManager _entities = default!;
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[ViewVariables] [DataField("pack", customTypeSerializer:typeof(PrototypeIdSerializer<ReagentDispenserInventoryPrototype>))] private string _packPrototypeId = "";
[ViewVariables] [DataField("emagPack", customTypeSerializer:typeof(PrototypeIdSerializer<ReagentDispenserInventoryPrototype>))] public string EmagPackPrototypeId = "";
public bool AlreadyEmagged = false;
Reagent dispensers (#360) * Expose more private values of Solution and SolutionComponent Expose SolutionComponent.ContainedSolution and Solution.Contents. Both needed by ReagentDispenserComponent. * Implement IExamine for SolutionComponent Allows players to see the contents of a solution by examining the entity which contains it. * Implement ReagentDispenserComponent Adds ReagentDispenserComponent. A component which can add or remove reagents from a solution container. It's written in a general way so that it can be used for things such as the Chemical dispensers in chemistry, but also the booze and soda dispensers in the bar. The chemicals it may dispense are defined in yaml, similar to the way that vending machines define which entities they can dispense, by defining a reagent pack. * Add chemical dispenser and equipment Adds the chemical dispenser, beaker, large beaker, dropper, and a few more chemicals. * Add booze and soda dispensers. Adds the booze and soda dispensers, and a few chemicals for them to dispense. There's no drink mixing or drunkenness yet. * Update engine submodule. * Remove unneeded and commented out code Had a few WIP notes and debug code bits I forgot to remove beforehand. * Make SolutionComponent._containedSolution and it's values private again - Remove `SolutionComponent.ContainedSolution` property, replace with specific access functions to maintain safety. - Make Solution.Contents return a `ReadOnlyCollection` instead of `_contents` to prevent uncontrolled access to the Solution values. - Add `SolutionComponent.RemoveAllSolution()` * Update Content.Shared/Chemistry/Solution.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Update Content.Shared/GameObjects/Components/Chemistry/SolutionComponent.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Add import for IReadOnlyList to Shared/SolutionComponent.cs * Add documentation * Improve localization Improve use of ILocalizationManager. * Resolve ReagentDispenserWindow._localizationManager before using it Forgot to do this in the last commit, resulting in a crash. Oops. * Add SolutionCaps.FitsInDispenser. Use in ReagentDispenserComponent. Used to limit large containers like buckets or mop buckets from being placed in a dispenser. Both have large capacities (500) and weren't designed to hold certain chemicals like a beaker is, so for now they can be blocked from being put in a dispenser by giving them that flag. * Add colors to new reagents * Update engine submodule
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[DataField("clickSound")]
private SoundSpecifier _clickSound = new SoundPathSpecifier("/Audio/Machines/machine_switch.ogg");
[ViewVariables] private FixedPoint2 _dispenseAmount = FixedPoint2.New(10);
Add basic chemical reactions (#376) * Add basic chemical reaction system What it adds: - Reactions defined in yaml with an arbitrary amount of reactants (can be catalysts), products, and effects. What it doesn't add: - Temperature dependent reactions - Metabolism or other medical/health effects * Add many common SS13 chemicals and reactions Added many of the common SS13 medicines and other chemicals, and their chemical reactions. Note that many of them are lacking their effects since we don't have medical yet. * Add ExplosiveReactionEffect Shows how IReactionEffect can be implemented to have effects that occur with a reaction by adding ExplosionReactionEffect and the potassium + water explosion reaction. * Move ReactionSystem logic into SolutionComponent No need for this to be a system currently so the behavior for reaction checking has been moved into SolutionComponent. Now it only checks for reactions when a reagent or solution is added to a solution. Also fixed a bug with SolutionValidReaction incorrectly returning true. * Move explosion logic out of ExplosiveComponent Allows you to create explosions without needing to add an ExplosiveComponent to an entity first. * Add SolutionComponent.SolutionChanged event. Trigger dispenser ui updates with it. This removes the need for SolutionComponent having a reference to the dispenser it's in. Instead the dispenser subscribes to the event and updates it's UI whenever the event is triggered. * Add forgotten checks `SolutionComponent.TryAddReagent` and `SolutionComponent.TryAddSolution` now check to see if `skipReactionCheck` is false before checking for a chemical reaction to avoid unnecessarily checking themselves for a reaction again when `SolutionComponent.PerformReaction` calls either of them. * Change SolutionComponent.SolutionChanged to an Action The arguments for event handler have no use here, and any class that can access SolutionChanged can access the SolutionComponent so it can just be an Action with no arguments instead.
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[UsedImplicitly]
[ViewVariables]
private Solution? Solution
{
get
{
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EntitySystem.Get<SolutionContainerSystem>().TryGetSolution(Owner, SolutionName, out var solution);
return solution;
}
}
[ViewVariables]
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private bool Powered => !_entities.TryGetComponent(Owner, out ApcPowerReceiverComponent? receiver) || receiver.Powered;
[ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(ReagentDispenserUiKey.Key);
Reagent dispensers (#360) * Expose more private values of Solution and SolutionComponent Expose SolutionComponent.ContainedSolution and Solution.Contents. Both needed by ReagentDispenserComponent. * Implement IExamine for SolutionComponent Allows players to see the contents of a solution by examining the entity which contains it. * Implement ReagentDispenserComponent Adds ReagentDispenserComponent. A component which can add or remove reagents from a solution container. It's written in a general way so that it can be used for things such as the Chemical dispensers in chemistry, but also the booze and soda dispensers in the bar. The chemicals it may dispense are defined in yaml, similar to the way that vending machines define which entities they can dispense, by defining a reagent pack. * Add chemical dispenser and equipment Adds the chemical dispenser, beaker, large beaker, dropper, and a few more chemicals. * Add booze and soda dispensers. Adds the booze and soda dispensers, and a few chemicals for them to dispense. There's no drink mixing or drunkenness yet. * Update engine submodule. * Remove unneeded and commented out code Had a few WIP notes and debug code bits I forgot to remove beforehand. * Make SolutionComponent._containedSolution and it's values private again - Remove `SolutionComponent.ContainedSolution` property, replace with specific access functions to maintain safety. - Make Solution.Contents return a `ReadOnlyCollection` instead of `_contents` to prevent uncontrolled access to the Solution values. - Add `SolutionComponent.RemoveAllSolution()` * Update Content.Shared/Chemistry/Solution.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Update Content.Shared/GameObjects/Components/Chemistry/SolutionComponent.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Add import for IReadOnlyList to Shared/SolutionComponent.cs * Add documentation * Improve localization Improve use of ILocalizationManager. * Resolve ReagentDispenserWindow._localizationManager before using it Forgot to do this in the last commit, resulting in a crash. Oops. * Add SolutionCaps.FitsInDispenser. Use in ReagentDispenserComponent. Used to limit large containers like buckets or mop buckets from being placed in a dispenser. Both have large capacities (500) and weren't designed to hold certain chemicals like a beaker is, so for now they can be blocked from being put in a dispenser by giving them that flag. * Add colors to new reagents * Update engine submodule
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/// <summary>
/// Called once per instance of this component. Gets references to any other components needed
/// by this component and initializes it's UI and other data.
/// </summary>
protected override void Initialize()
Reagent dispensers (#360) * Expose more private values of Solution and SolutionComponent Expose SolutionComponent.ContainedSolution and Solution.Contents. Both needed by ReagentDispenserComponent. * Implement IExamine for SolutionComponent Allows players to see the contents of a solution by examining the entity which contains it. * Implement ReagentDispenserComponent Adds ReagentDispenserComponent. A component which can add or remove reagents from a solution container. It's written in a general way so that it can be used for things such as the Chemical dispensers in chemistry, but also the booze and soda dispensers in the bar. The chemicals it may dispense are defined in yaml, similar to the way that vending machines define which entities they can dispense, by defining a reagent pack. * Add chemical dispenser and equipment Adds the chemical dispenser, beaker, large beaker, dropper, and a few more chemicals. * Add booze and soda dispensers. Adds the booze and soda dispensers, and a few chemicals for them to dispense. There's no drink mixing or drunkenness yet. * Update engine submodule. * Remove unneeded and commented out code Had a few WIP notes and debug code bits I forgot to remove beforehand. * Make SolutionComponent._containedSolution and it's values private again - Remove `SolutionComponent.ContainedSolution` property, replace with specific access functions to maintain safety. - Make Solution.Contents return a `ReadOnlyCollection` instead of `_contents` to prevent uncontrolled access to the Solution values. - Add `SolutionComponent.RemoveAllSolution()` * Update Content.Shared/Chemistry/Solution.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Update Content.Shared/GameObjects/Components/Chemistry/SolutionComponent.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Add import for IReadOnlyList to Shared/SolutionComponent.cs * Add documentation * Improve localization Improve use of ILocalizationManager. * Resolve ReagentDispenserWindow._localizationManager before using it Forgot to do this in the last commit, resulting in a crash. Oops. * Add SolutionCaps.FitsInDispenser. Use in ReagentDispenserComponent. Used to limit large containers like buckets or mop buckets from being placed in a dispenser. Both have large capacities (500) and weren't designed to hold certain chemicals like a beaker is, so for now they can be blocked from being put in a dispenser by giving them that flag. * Add colors to new reagents * Update engine submodule
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{
base.Initialize();
if (UserInterface != null)
{
UserInterface.OnReceiveMessage += OnUiReceiveMessage;
}
Reagent dispensers (#360) * Expose more private values of Solution and SolutionComponent Expose SolutionComponent.ContainedSolution and Solution.Contents. Both needed by ReagentDispenserComponent. * Implement IExamine for SolutionComponent Allows players to see the contents of a solution by examining the entity which contains it. * Implement ReagentDispenserComponent Adds ReagentDispenserComponent. A component which can add or remove reagents from a solution container. It's written in a general way so that it can be used for things such as the Chemical dispensers in chemistry, but also the booze and soda dispensers in the bar. The chemicals it may dispense are defined in yaml, similar to the way that vending machines define which entities they can dispense, by defining a reagent pack. * Add chemical dispenser and equipment Adds the chemical dispenser, beaker, large beaker, dropper, and a few more chemicals. * Add booze and soda dispensers. Adds the booze and soda dispensers, and a few chemicals for them to dispense. There's no drink mixing or drunkenness yet. * Update engine submodule. * Remove unneeded and commented out code Had a few WIP notes and debug code bits I forgot to remove beforehand. * Make SolutionComponent._containedSolution and it's values private again - Remove `SolutionComponent.ContainedSolution` property, replace with specific access functions to maintain safety. - Make Solution.Contents return a `ReadOnlyCollection` instead of `_contents` to prevent uncontrolled access to the Solution values. - Add `SolutionComponent.RemoveAllSolution()` * Update Content.Shared/Chemistry/Solution.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Update Content.Shared/GameObjects/Components/Chemistry/SolutionComponent.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Add import for IReadOnlyList to Shared/SolutionComponent.cs * Add documentation * Improve localization Improve use of ILocalizationManager. * Resolve ReagentDispenserWindow._localizationManager before using it Forgot to do this in the last commit, resulting in a crash. Oops. * Add SolutionCaps.FitsInDispenser. Use in ReagentDispenserComponent. Used to limit large containers like buckets or mop buckets from being placed in a dispenser. Both have large capacities (500) and weren't designed to hold certain chemicals like a beaker is, so for now they can be blocked from being put in a dispenser by giving them that flag. * Add colors to new reagents * Update engine submodule
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InitializeFromPrototype();
}
[Obsolete("Component Messages are deprecated, use Entity Events instead.")]
public override void HandleMessage(ComponentMessage message, IComponent? component)
{
#pragma warning disable 618
base.HandleMessage(message, component);
#pragma warning restore 618
switch (message)
{
case PowerChangedMessage powerChanged:
OnPowerChanged(powerChanged);
break;
}
}
Reagent dispensers (#360) * Expose more private values of Solution and SolutionComponent Expose SolutionComponent.ContainedSolution and Solution.Contents. Both needed by ReagentDispenserComponent. * Implement IExamine for SolutionComponent Allows players to see the contents of a solution by examining the entity which contains it. * Implement ReagentDispenserComponent Adds ReagentDispenserComponent. A component which can add or remove reagents from a solution container. It's written in a general way so that it can be used for things such as the Chemical dispensers in chemistry, but also the booze and soda dispensers in the bar. The chemicals it may dispense are defined in yaml, similar to the way that vending machines define which entities they can dispense, by defining a reagent pack. * Add chemical dispenser and equipment Adds the chemical dispenser, beaker, large beaker, dropper, and a few more chemicals. * Add booze and soda dispensers. Adds the booze and soda dispensers, and a few chemicals for them to dispense. There's no drink mixing or drunkenness yet. * Update engine submodule. * Remove unneeded and commented out code Had a few WIP notes and debug code bits I forgot to remove beforehand. * Make SolutionComponent._containedSolution and it's values private again - Remove `SolutionComponent.ContainedSolution` property, replace with specific access functions to maintain safety. - Make Solution.Contents return a `ReadOnlyCollection` instead of `_contents` to prevent uncontrolled access to the Solution values. - Add `SolutionComponent.RemoveAllSolution()` * Update Content.Shared/Chemistry/Solution.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Update Content.Shared/GameObjects/Components/Chemistry/SolutionComponent.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Add import for IReadOnlyList to Shared/SolutionComponent.cs * Add documentation * Improve localization Improve use of ILocalizationManager. * Resolve ReagentDispenserWindow._localizationManager before using it Forgot to do this in the last commit, resulting in a crash. Oops. * Add SolutionCaps.FitsInDispenser. Use in ReagentDispenserComponent. Used to limit large containers like buckets or mop buckets from being placed in a dispenser. Both have large capacities (500) and weren't designed to hold certain chemicals like a beaker is, so for now they can be blocked from being put in a dispenser by giving them that flag. * Add colors to new reagents * Update engine submodule
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/// <summary>
/// Checks to see if the <c>pack</c> defined in this components yaml prototype
/// exists. If so, it fills the reagent inventory list.
/// </summary>
private void InitializeFromPrototype()
{
if (string.IsNullOrEmpty(_packPrototypeId)) return;
if (!_prototypeManager.TryIndex(_packPrototypeId, out ReagentDispenserInventoryPrototype? packPrototype))
Reagent dispensers (#360) * Expose more private values of Solution and SolutionComponent Expose SolutionComponent.ContainedSolution and Solution.Contents. Both needed by ReagentDispenserComponent. * Implement IExamine for SolutionComponent Allows players to see the contents of a solution by examining the entity which contains it. * Implement ReagentDispenserComponent Adds ReagentDispenserComponent. A component which can add or remove reagents from a solution container. It's written in a general way so that it can be used for things such as the Chemical dispensers in chemistry, but also the booze and soda dispensers in the bar. The chemicals it may dispense are defined in yaml, similar to the way that vending machines define which entities they can dispense, by defining a reagent pack. * Add chemical dispenser and equipment Adds the chemical dispenser, beaker, large beaker, dropper, and a few more chemicals. * Add booze and soda dispensers. Adds the booze and soda dispensers, and a few chemicals for them to dispense. There's no drink mixing or drunkenness yet. * Update engine submodule. * Remove unneeded and commented out code Had a few WIP notes and debug code bits I forgot to remove beforehand. * Make SolutionComponent._containedSolution and it's values private again - Remove `SolutionComponent.ContainedSolution` property, replace with specific access functions to maintain safety. - Make Solution.Contents return a `ReadOnlyCollection` instead of `_contents` to prevent uncontrolled access to the Solution values. - Add `SolutionComponent.RemoveAllSolution()` * Update Content.Shared/Chemistry/Solution.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Update Content.Shared/GameObjects/Components/Chemistry/SolutionComponent.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Add import for IReadOnlyList to Shared/SolutionComponent.cs * Add documentation * Improve localization Improve use of ILocalizationManager. * Resolve ReagentDispenserWindow._localizationManager before using it Forgot to do this in the last commit, resulting in a crash. Oops. * Add SolutionCaps.FitsInDispenser. Use in ReagentDispenserComponent. Used to limit large containers like buckets or mop buckets from being placed in a dispenser. Both have large capacities (500) and weren't designed to hold certain chemicals like a beaker is, so for now they can be blocked from being put in a dispenser by giving them that flag. * Add colors to new reagents * Update engine submodule
2019-10-05 09:10:05 -04:00
{
return;
}
foreach (var entry in packPrototype.Inventory)
{
Inventory.Add(new ReagentDispenserInventoryEntry(entry));
}
Inventory.Sort(_comparer);
Reagent dispensers (#360) * Expose more private values of Solution and SolutionComponent Expose SolutionComponent.ContainedSolution and Solution.Contents. Both needed by ReagentDispenserComponent. * Implement IExamine for SolutionComponent Allows players to see the contents of a solution by examining the entity which contains it. * Implement ReagentDispenserComponent Adds ReagentDispenserComponent. A component which can add or remove reagents from a solution container. It's written in a general way so that it can be used for things such as the Chemical dispensers in chemistry, but also the booze and soda dispensers in the bar. The chemicals it may dispense are defined in yaml, similar to the way that vending machines define which entities they can dispense, by defining a reagent pack. * Add chemical dispenser and equipment Adds the chemical dispenser, beaker, large beaker, dropper, and a few more chemicals. * Add booze and soda dispensers. Adds the booze and soda dispensers, and a few chemicals for them to dispense. There's no drink mixing or drunkenness yet. * Update engine submodule. * Remove unneeded and commented out code Had a few WIP notes and debug code bits I forgot to remove beforehand. * Make SolutionComponent._containedSolution and it's values private again - Remove `SolutionComponent.ContainedSolution` property, replace with specific access functions to maintain safety. - Make Solution.Contents return a `ReadOnlyCollection` instead of `_contents` to prevent uncontrolled access to the Solution values. - Add `SolutionComponent.RemoveAllSolution()` * Update Content.Shared/Chemistry/Solution.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Update Content.Shared/GameObjects/Components/Chemistry/SolutionComponent.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Add import for IReadOnlyList to Shared/SolutionComponent.cs * Add documentation * Improve localization Improve use of ILocalizationManager. * Resolve ReagentDispenserWindow._localizationManager before using it Forgot to do this in the last commit, resulting in a crash. Oops. * Add SolutionCaps.FitsInDispenser. Use in ReagentDispenserComponent. Used to limit large containers like buckets or mop buckets from being placed in a dispenser. Both have large capacities (500) and weren't designed to hold certain chemicals like a beaker is, so for now they can be blocked from being put in a dispenser by giving them that flag. * Add colors to new reagents * Update engine submodule
2019-10-05 09:10:05 -04:00
}
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public void AddFromPrototype(string pack)
{
if (string.IsNullOrEmpty(pack)) return;
if (!_prototypeManager.TryIndex(pack, out ReagentDispenserInventoryPrototype? packPrototype))
{
return;
}
foreach (var entry in packPrototype.Inventory)
{
Inventory.Add(new ReagentDispenserInventoryEntry(entry));
}
Inventory.Sort(_comparer);
}
private void OnPowerChanged(PowerChangedMessage e)
{
UpdateUserInterface();
}
Reagent dispensers (#360) * Expose more private values of Solution and SolutionComponent Expose SolutionComponent.ContainedSolution and Solution.Contents. Both needed by ReagentDispenserComponent. * Implement IExamine for SolutionComponent Allows players to see the contents of a solution by examining the entity which contains it. * Implement ReagentDispenserComponent Adds ReagentDispenserComponent. A component which can add or remove reagents from a solution container. It's written in a general way so that it can be used for things such as the Chemical dispensers in chemistry, but also the booze and soda dispensers in the bar. The chemicals it may dispense are defined in yaml, similar to the way that vending machines define which entities they can dispense, by defining a reagent pack. * Add chemical dispenser and equipment Adds the chemical dispenser, beaker, large beaker, dropper, and a few more chemicals. * Add booze and soda dispensers. Adds the booze and soda dispensers, and a few chemicals for them to dispense. There's no drink mixing or drunkenness yet. * Update engine submodule. * Remove unneeded and commented out code Had a few WIP notes and debug code bits I forgot to remove beforehand. * Make SolutionComponent._containedSolution and it's values private again - Remove `SolutionComponent.ContainedSolution` property, replace with specific access functions to maintain safety. - Make Solution.Contents return a `ReadOnlyCollection` instead of `_contents` to prevent uncontrolled access to the Solution values. - Add `SolutionComponent.RemoveAllSolution()` * Update Content.Shared/Chemistry/Solution.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Update Content.Shared/GameObjects/Components/Chemistry/SolutionComponent.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Add import for IReadOnlyList to Shared/SolutionComponent.cs * Add documentation * Improve localization Improve use of ILocalizationManager. * Resolve ReagentDispenserWindow._localizationManager before using it Forgot to do this in the last commit, resulting in a crash. Oops. * Add SolutionCaps.FitsInDispenser. Use in ReagentDispenserComponent. Used to limit large containers like buckets or mop buckets from being placed in a dispenser. Both have large capacities (500) and weren't designed to hold certain chemicals like a beaker is, so for now they can be blocked from being put in a dispenser by giving them that flag. * Add colors to new reagents * Update engine submodule
2019-10-05 09:10:05 -04:00
/// <summary>
/// Handles ui messages from the client. For things such as button presses
/// which interact with the world and require server action.
/// </summary>
/// <param name="obj">A user interface message from the client.</param>
private void OnUiReceiveMessage(ServerBoundUserInterfaceMessage obj)
{
if (obj.Session.AttachedEntity == null)
{
return;
}
var msg = (UiButtonPressedMessage) obj.Message;
var needsPower = msg.Button switch
{
UiButton.Eject => false,
_ => true,
};
2021-12-06 15:39:46 +11:00
if (!PlayerCanUseDispenser(obj.Session.AttachedEntity, needsPower))
return;
Reagent dispensers (#360) * Expose more private values of Solution and SolutionComponent Expose SolutionComponent.ContainedSolution and Solution.Contents. Both needed by ReagentDispenserComponent. * Implement IExamine for SolutionComponent Allows players to see the contents of a solution by examining the entity which contains it. * Implement ReagentDispenserComponent Adds ReagentDispenserComponent. A component which can add or remove reagents from a solution container. It's written in a general way so that it can be used for things such as the Chemical dispensers in chemistry, but also the booze and soda dispensers in the bar. The chemicals it may dispense are defined in yaml, similar to the way that vending machines define which entities they can dispense, by defining a reagent pack. * Add chemical dispenser and equipment Adds the chemical dispenser, beaker, large beaker, dropper, and a few more chemicals. * Add booze and soda dispensers. Adds the booze and soda dispensers, and a few chemicals for them to dispense. There's no drink mixing or drunkenness yet. * Update engine submodule. * Remove unneeded and commented out code Had a few WIP notes and debug code bits I forgot to remove beforehand. * Make SolutionComponent._containedSolution and it's values private again - Remove `SolutionComponent.ContainedSolution` property, replace with specific access functions to maintain safety. - Make Solution.Contents return a `ReadOnlyCollection` instead of `_contents` to prevent uncontrolled access to the Solution values. - Add `SolutionComponent.RemoveAllSolution()` * Update Content.Shared/Chemistry/Solution.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Update Content.Shared/GameObjects/Components/Chemistry/SolutionComponent.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Add import for IReadOnlyList to Shared/SolutionComponent.cs * Add documentation * Improve localization Improve use of ILocalizationManager. * Resolve ReagentDispenserWindow._localizationManager before using it Forgot to do this in the last commit, resulting in a crash. Oops. * Add SolutionCaps.FitsInDispenser. Use in ReagentDispenserComponent. Used to limit large containers like buckets or mop buckets from being placed in a dispenser. Both have large capacities (500) and weren't designed to hold certain chemicals like a beaker is, so for now they can be blocked from being put in a dispenser by giving them that flag. * Add colors to new reagents * Update engine submodule
2019-10-05 09:10:05 -04:00
switch (msg.Button)
{
case UiButton.Eject:
2021-12-07 21:54:00 +11:00
EntitySystem.Get<ItemSlotsSystem>().TryEjectToHands(Owner, BeakerSlot, obj.Session.AttachedEntity);
Reagent dispensers (#360) * Expose more private values of Solution and SolutionComponent Expose SolutionComponent.ContainedSolution and Solution.Contents. Both needed by ReagentDispenserComponent. * Implement IExamine for SolutionComponent Allows players to see the contents of a solution by examining the entity which contains it. * Implement ReagentDispenserComponent Adds ReagentDispenserComponent. A component which can add or remove reagents from a solution container. It's written in a general way so that it can be used for things such as the Chemical dispensers in chemistry, but also the booze and soda dispensers in the bar. The chemicals it may dispense are defined in yaml, similar to the way that vending machines define which entities they can dispense, by defining a reagent pack. * Add chemical dispenser and equipment Adds the chemical dispenser, beaker, large beaker, dropper, and a few more chemicals. * Add booze and soda dispensers. Adds the booze and soda dispensers, and a few chemicals for them to dispense. There's no drink mixing or drunkenness yet. * Update engine submodule. * Remove unneeded and commented out code Had a few WIP notes and debug code bits I forgot to remove beforehand. * Make SolutionComponent._containedSolution and it's values private again - Remove `SolutionComponent.ContainedSolution` property, replace with specific access functions to maintain safety. - Make Solution.Contents return a `ReadOnlyCollection` instead of `_contents` to prevent uncontrolled access to the Solution values. - Add `SolutionComponent.RemoveAllSolution()` * Update Content.Shared/Chemistry/Solution.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Update Content.Shared/GameObjects/Components/Chemistry/SolutionComponent.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Add import for IReadOnlyList to Shared/SolutionComponent.cs * Add documentation * Improve localization Improve use of ILocalizationManager. * Resolve ReagentDispenserWindow._localizationManager before using it Forgot to do this in the last commit, resulting in a crash. Oops. * Add SolutionCaps.FitsInDispenser. Use in ReagentDispenserComponent. Used to limit large containers like buckets or mop buckets from being placed in a dispenser. Both have large capacities (500) and weren't designed to hold certain chemicals like a beaker is, so for now they can be blocked from being put in a dispenser by giving them that flag. * Add colors to new reagents * Update engine submodule
2019-10-05 09:10:05 -04:00
break;
case UiButton.Clear:
TryClear();
break;
case UiButton.SetDispenseAmount1:
_dispenseAmount = FixedPoint2.New(1);
Reagent dispensers (#360) * Expose more private values of Solution and SolutionComponent Expose SolutionComponent.ContainedSolution and Solution.Contents. Both needed by ReagentDispenserComponent. * Implement IExamine for SolutionComponent Allows players to see the contents of a solution by examining the entity which contains it. * Implement ReagentDispenserComponent Adds ReagentDispenserComponent. A component which can add or remove reagents from a solution container. It's written in a general way so that it can be used for things such as the Chemical dispensers in chemistry, but also the booze and soda dispensers in the bar. The chemicals it may dispense are defined in yaml, similar to the way that vending machines define which entities they can dispense, by defining a reagent pack. * Add chemical dispenser and equipment Adds the chemical dispenser, beaker, large beaker, dropper, and a few more chemicals. * Add booze and soda dispensers. Adds the booze and soda dispensers, and a few chemicals for them to dispense. There's no drink mixing or drunkenness yet. * Update engine submodule. * Remove unneeded and commented out code Had a few WIP notes and debug code bits I forgot to remove beforehand. * Make SolutionComponent._containedSolution and it's values private again - Remove `SolutionComponent.ContainedSolution` property, replace with specific access functions to maintain safety. - Make Solution.Contents return a `ReadOnlyCollection` instead of `_contents` to prevent uncontrolled access to the Solution values. - Add `SolutionComponent.RemoveAllSolution()` * Update Content.Shared/Chemistry/Solution.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Update Content.Shared/GameObjects/Components/Chemistry/SolutionComponent.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Add import for IReadOnlyList to Shared/SolutionComponent.cs * Add documentation * Improve localization Improve use of ILocalizationManager. * Resolve ReagentDispenserWindow._localizationManager before using it Forgot to do this in the last commit, resulting in a crash. Oops. * Add SolutionCaps.FitsInDispenser. Use in ReagentDispenserComponent. Used to limit large containers like buckets or mop buckets from being placed in a dispenser. Both have large capacities (500) and weren't designed to hold certain chemicals like a beaker is, so for now they can be blocked from being put in a dispenser by giving them that flag. * Add colors to new reagents * Update engine submodule
2019-10-05 09:10:05 -04:00
break;
case UiButton.SetDispenseAmount5:
_dispenseAmount = FixedPoint2.New(5);
Reagent dispensers (#360) * Expose more private values of Solution and SolutionComponent Expose SolutionComponent.ContainedSolution and Solution.Contents. Both needed by ReagentDispenserComponent. * Implement IExamine for SolutionComponent Allows players to see the contents of a solution by examining the entity which contains it. * Implement ReagentDispenserComponent Adds ReagentDispenserComponent. A component which can add or remove reagents from a solution container. It's written in a general way so that it can be used for things such as the Chemical dispensers in chemistry, but also the booze and soda dispensers in the bar. The chemicals it may dispense are defined in yaml, similar to the way that vending machines define which entities they can dispense, by defining a reagent pack. * Add chemical dispenser and equipment Adds the chemical dispenser, beaker, large beaker, dropper, and a few more chemicals. * Add booze and soda dispensers. Adds the booze and soda dispensers, and a few chemicals for them to dispense. There's no drink mixing or drunkenness yet. * Update engine submodule. * Remove unneeded and commented out code Had a few WIP notes and debug code bits I forgot to remove beforehand. * Make SolutionComponent._containedSolution and it's values private again - Remove `SolutionComponent.ContainedSolution` property, replace with specific access functions to maintain safety. - Make Solution.Contents return a `ReadOnlyCollection` instead of `_contents` to prevent uncontrolled access to the Solution values. - Add `SolutionComponent.RemoveAllSolution()` * Update Content.Shared/Chemistry/Solution.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Update Content.Shared/GameObjects/Components/Chemistry/SolutionComponent.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Add import for IReadOnlyList to Shared/SolutionComponent.cs * Add documentation * Improve localization Improve use of ILocalizationManager. * Resolve ReagentDispenserWindow._localizationManager before using it Forgot to do this in the last commit, resulting in a crash. Oops. * Add SolutionCaps.FitsInDispenser. Use in ReagentDispenserComponent. Used to limit large containers like buckets or mop buckets from being placed in a dispenser. Both have large capacities (500) and weren't designed to hold certain chemicals like a beaker is, so for now they can be blocked from being put in a dispenser by giving them that flag. * Add colors to new reagents * Update engine submodule
2019-10-05 09:10:05 -04:00
break;
case UiButton.SetDispenseAmount10:
_dispenseAmount = FixedPoint2.New(10);
Reagent dispensers (#360) * Expose more private values of Solution and SolutionComponent Expose SolutionComponent.ContainedSolution and Solution.Contents. Both needed by ReagentDispenserComponent. * Implement IExamine for SolutionComponent Allows players to see the contents of a solution by examining the entity which contains it. * Implement ReagentDispenserComponent Adds ReagentDispenserComponent. A component which can add or remove reagents from a solution container. It's written in a general way so that it can be used for things such as the Chemical dispensers in chemistry, but also the booze and soda dispensers in the bar. The chemicals it may dispense are defined in yaml, similar to the way that vending machines define which entities they can dispense, by defining a reagent pack. * Add chemical dispenser and equipment Adds the chemical dispenser, beaker, large beaker, dropper, and a few more chemicals. * Add booze and soda dispensers. Adds the booze and soda dispensers, and a few chemicals for them to dispense. There's no drink mixing or drunkenness yet. * Update engine submodule. * Remove unneeded and commented out code Had a few WIP notes and debug code bits I forgot to remove beforehand. * Make SolutionComponent._containedSolution and it's values private again - Remove `SolutionComponent.ContainedSolution` property, replace with specific access functions to maintain safety. - Make Solution.Contents return a `ReadOnlyCollection` instead of `_contents` to prevent uncontrolled access to the Solution values. - Add `SolutionComponent.RemoveAllSolution()` * Update Content.Shared/Chemistry/Solution.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Update Content.Shared/GameObjects/Components/Chemistry/SolutionComponent.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Add import for IReadOnlyList to Shared/SolutionComponent.cs * Add documentation * Improve localization Improve use of ILocalizationManager. * Resolve ReagentDispenserWindow._localizationManager before using it Forgot to do this in the last commit, resulting in a crash. Oops. * Add SolutionCaps.FitsInDispenser. Use in ReagentDispenserComponent. Used to limit large containers like buckets or mop buckets from being placed in a dispenser. Both have large capacities (500) and weren't designed to hold certain chemicals like a beaker is, so for now they can be blocked from being put in a dispenser by giving them that flag. * Add colors to new reagents * Update engine submodule
2019-10-05 09:10:05 -04:00
break;
case UiButton.SetDispenseAmount15:
_dispenseAmount = FixedPoint2.New(15);
break;
case UiButton.SetDispenseAmount20:
_dispenseAmount = FixedPoint2.New(20);
break;
Reagent dispensers (#360) * Expose more private values of Solution and SolutionComponent Expose SolutionComponent.ContainedSolution and Solution.Contents. Both needed by ReagentDispenserComponent. * Implement IExamine for SolutionComponent Allows players to see the contents of a solution by examining the entity which contains it. * Implement ReagentDispenserComponent Adds ReagentDispenserComponent. A component which can add or remove reagents from a solution container. It's written in a general way so that it can be used for things such as the Chemical dispensers in chemistry, but also the booze and soda dispensers in the bar. The chemicals it may dispense are defined in yaml, similar to the way that vending machines define which entities they can dispense, by defining a reagent pack. * Add chemical dispenser and equipment Adds the chemical dispenser, beaker, large beaker, dropper, and a few more chemicals. * Add booze and soda dispensers. Adds the booze and soda dispensers, and a few chemicals for them to dispense. There's no drink mixing or drunkenness yet. * Update engine submodule. * Remove unneeded and commented out code Had a few WIP notes and debug code bits I forgot to remove beforehand. * Make SolutionComponent._containedSolution and it's values private again - Remove `SolutionComponent.ContainedSolution` property, replace with specific access functions to maintain safety. - Make Solution.Contents return a `ReadOnlyCollection` instead of `_contents` to prevent uncontrolled access to the Solution values. - Add `SolutionComponent.RemoveAllSolution()` * Update Content.Shared/Chemistry/Solution.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Update Content.Shared/GameObjects/Components/Chemistry/SolutionComponent.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Add import for IReadOnlyList to Shared/SolutionComponent.cs * Add documentation * Improve localization Improve use of ILocalizationManager. * Resolve ReagentDispenserWindow._localizationManager before using it Forgot to do this in the last commit, resulting in a crash. Oops. * Add SolutionCaps.FitsInDispenser. Use in ReagentDispenserComponent. Used to limit large containers like buckets or mop buckets from being placed in a dispenser. Both have large capacities (500) and weren't designed to hold certain chemicals like a beaker is, so for now they can be blocked from being put in a dispenser by giving them that flag. * Add colors to new reagents * Update engine submodule
2019-10-05 09:10:05 -04:00
case UiButton.SetDispenseAmount25:
_dispenseAmount = FixedPoint2.New(25);
Reagent dispensers (#360) * Expose more private values of Solution and SolutionComponent Expose SolutionComponent.ContainedSolution and Solution.Contents. Both needed by ReagentDispenserComponent. * Implement IExamine for SolutionComponent Allows players to see the contents of a solution by examining the entity which contains it. * Implement ReagentDispenserComponent Adds ReagentDispenserComponent. A component which can add or remove reagents from a solution container. It's written in a general way so that it can be used for things such as the Chemical dispensers in chemistry, but also the booze and soda dispensers in the bar. The chemicals it may dispense are defined in yaml, similar to the way that vending machines define which entities they can dispense, by defining a reagent pack. * Add chemical dispenser and equipment Adds the chemical dispenser, beaker, large beaker, dropper, and a few more chemicals. * Add booze and soda dispensers. Adds the booze and soda dispensers, and a few chemicals for them to dispense. There's no drink mixing or drunkenness yet. * Update engine submodule. * Remove unneeded and commented out code Had a few WIP notes and debug code bits I forgot to remove beforehand. * Make SolutionComponent._containedSolution and it's values private again - Remove `SolutionComponent.ContainedSolution` property, replace with specific access functions to maintain safety. - Make Solution.Contents return a `ReadOnlyCollection` instead of `_contents` to prevent uncontrolled access to the Solution values. - Add `SolutionComponent.RemoveAllSolution()` * Update Content.Shared/Chemistry/Solution.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Update Content.Shared/GameObjects/Components/Chemistry/SolutionComponent.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Add import for IReadOnlyList to Shared/SolutionComponent.cs * Add documentation * Improve localization Improve use of ILocalizationManager. * Resolve ReagentDispenserWindow._localizationManager before using it Forgot to do this in the last commit, resulting in a crash. Oops. * Add SolutionCaps.FitsInDispenser. Use in ReagentDispenserComponent. Used to limit large containers like buckets or mop buckets from being placed in a dispenser. Both have large capacities (500) and weren't designed to hold certain chemicals like a beaker is, so for now they can be blocked from being put in a dispenser by giving them that flag. * Add colors to new reagents * Update engine submodule
2019-10-05 09:10:05 -04:00
break;
case UiButton.SetDispenseAmount30:
_dispenseAmount = FixedPoint2.New(30);
break;
Reagent dispensers (#360) * Expose more private values of Solution and SolutionComponent Expose SolutionComponent.ContainedSolution and Solution.Contents. Both needed by ReagentDispenserComponent. * Implement IExamine for SolutionComponent Allows players to see the contents of a solution by examining the entity which contains it. * Implement ReagentDispenserComponent Adds ReagentDispenserComponent. A component which can add or remove reagents from a solution container. It's written in a general way so that it can be used for things such as the Chemical dispensers in chemistry, but also the booze and soda dispensers in the bar. The chemicals it may dispense are defined in yaml, similar to the way that vending machines define which entities they can dispense, by defining a reagent pack. * Add chemical dispenser and equipment Adds the chemical dispenser, beaker, large beaker, dropper, and a few more chemicals. * Add booze and soda dispensers. Adds the booze and soda dispensers, and a few chemicals for them to dispense. There's no drink mixing or drunkenness yet. * Update engine submodule. * Remove unneeded and commented out code Had a few WIP notes and debug code bits I forgot to remove beforehand. * Make SolutionComponent._containedSolution and it's values private again - Remove `SolutionComponent.ContainedSolution` property, replace with specific access functions to maintain safety. - Make Solution.Contents return a `ReadOnlyCollection` instead of `_contents` to prevent uncontrolled access to the Solution values. - Add `SolutionComponent.RemoveAllSolution()` * Update Content.Shared/Chemistry/Solution.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Update Content.Shared/GameObjects/Components/Chemistry/SolutionComponent.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Add import for IReadOnlyList to Shared/SolutionComponent.cs * Add documentation * Improve localization Improve use of ILocalizationManager. * Resolve ReagentDispenserWindow._localizationManager before using it Forgot to do this in the last commit, resulting in a crash. Oops. * Add SolutionCaps.FitsInDispenser. Use in ReagentDispenserComponent. Used to limit large containers like buckets or mop buckets from being placed in a dispenser. Both have large capacities (500) and weren't designed to hold certain chemicals like a beaker is, so for now they can be blocked from being put in a dispenser by giving them that flag. * Add colors to new reagents * Update engine submodule
2019-10-05 09:10:05 -04:00
case UiButton.SetDispenseAmount50:
_dispenseAmount = FixedPoint2.New(50);
Reagent dispensers (#360) * Expose more private values of Solution and SolutionComponent Expose SolutionComponent.ContainedSolution and Solution.Contents. Both needed by ReagentDispenserComponent. * Implement IExamine for SolutionComponent Allows players to see the contents of a solution by examining the entity which contains it. * Implement ReagentDispenserComponent Adds ReagentDispenserComponent. A component which can add or remove reagents from a solution container. It's written in a general way so that it can be used for things such as the Chemical dispensers in chemistry, but also the booze and soda dispensers in the bar. The chemicals it may dispense are defined in yaml, similar to the way that vending machines define which entities they can dispense, by defining a reagent pack. * Add chemical dispenser and equipment Adds the chemical dispenser, beaker, large beaker, dropper, and a few more chemicals. * Add booze and soda dispensers. Adds the booze and soda dispensers, and a few chemicals for them to dispense. There's no drink mixing or drunkenness yet. * Update engine submodule. * Remove unneeded and commented out code Had a few WIP notes and debug code bits I forgot to remove beforehand. * Make SolutionComponent._containedSolution and it's values private again - Remove `SolutionComponent.ContainedSolution` property, replace with specific access functions to maintain safety. - Make Solution.Contents return a `ReadOnlyCollection` instead of `_contents` to prevent uncontrolled access to the Solution values. - Add `SolutionComponent.RemoveAllSolution()` * Update Content.Shared/Chemistry/Solution.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Update Content.Shared/GameObjects/Components/Chemistry/SolutionComponent.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Add import for IReadOnlyList to Shared/SolutionComponent.cs * Add documentation * Improve localization Improve use of ILocalizationManager. * Resolve ReagentDispenserWindow._localizationManager before using it Forgot to do this in the last commit, resulting in a crash. Oops. * Add SolutionCaps.FitsInDispenser. Use in ReagentDispenserComponent. Used to limit large containers like buckets or mop buckets from being placed in a dispenser. Both have large capacities (500) and weren't designed to hold certain chemicals like a beaker is, so for now they can be blocked from being put in a dispenser by giving them that flag. * Add colors to new reagents * Update engine submodule
2019-10-05 09:10:05 -04:00
break;
case UiButton.SetDispenseAmount100:
_dispenseAmount = FixedPoint2.New(100);
Reagent dispensers (#360) * Expose more private values of Solution and SolutionComponent Expose SolutionComponent.ContainedSolution and Solution.Contents. Both needed by ReagentDispenserComponent. * Implement IExamine for SolutionComponent Allows players to see the contents of a solution by examining the entity which contains it. * Implement ReagentDispenserComponent Adds ReagentDispenserComponent. A component which can add or remove reagents from a solution container. It's written in a general way so that it can be used for things such as the Chemical dispensers in chemistry, but also the booze and soda dispensers in the bar. The chemicals it may dispense are defined in yaml, similar to the way that vending machines define which entities they can dispense, by defining a reagent pack. * Add chemical dispenser and equipment Adds the chemical dispenser, beaker, large beaker, dropper, and a few more chemicals. * Add booze and soda dispensers. Adds the booze and soda dispensers, and a few chemicals for them to dispense. There's no drink mixing or drunkenness yet. * Update engine submodule. * Remove unneeded and commented out code Had a few WIP notes and debug code bits I forgot to remove beforehand. * Make SolutionComponent._containedSolution and it's values private again - Remove `SolutionComponent.ContainedSolution` property, replace with specific access functions to maintain safety. - Make Solution.Contents return a `ReadOnlyCollection` instead of `_contents` to prevent uncontrolled access to the Solution values. - Add `SolutionComponent.RemoveAllSolution()` * Update Content.Shared/Chemistry/Solution.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Update Content.Shared/GameObjects/Components/Chemistry/SolutionComponent.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Add import for IReadOnlyList to Shared/SolutionComponent.cs * Add documentation * Improve localization Improve use of ILocalizationManager. * Resolve ReagentDispenserWindow._localizationManager before using it Forgot to do this in the last commit, resulting in a crash. Oops. * Add SolutionCaps.FitsInDispenser. Use in ReagentDispenserComponent. Used to limit large containers like buckets or mop buckets from being placed in a dispenser. Both have large capacities (500) and weren't designed to hold certain chemicals like a beaker is, so for now they can be blocked from being put in a dispenser by giving them that flag. * Add colors to new reagents * Update engine submodule
2019-10-05 09:10:05 -04:00
break;
case UiButton.Dispense:
if (BeakerSlot.HasItem)
Reagent dispensers (#360) * Expose more private values of Solution and SolutionComponent Expose SolutionComponent.ContainedSolution and Solution.Contents. Both needed by ReagentDispenserComponent. * Implement IExamine for SolutionComponent Allows players to see the contents of a solution by examining the entity which contains it. * Implement ReagentDispenserComponent Adds ReagentDispenserComponent. A component which can add or remove reagents from a solution container. It's written in a general way so that it can be used for things such as the Chemical dispensers in chemistry, but also the booze and soda dispensers in the bar. The chemicals it may dispense are defined in yaml, similar to the way that vending machines define which entities they can dispense, by defining a reagent pack. * Add chemical dispenser and equipment Adds the chemical dispenser, beaker, large beaker, dropper, and a few more chemicals. * Add booze and soda dispensers. Adds the booze and soda dispensers, and a few chemicals for them to dispense. There's no drink mixing or drunkenness yet. * Update engine submodule. * Remove unneeded and commented out code Had a few WIP notes and debug code bits I forgot to remove beforehand. * Make SolutionComponent._containedSolution and it's values private again - Remove `SolutionComponent.ContainedSolution` property, replace with specific access functions to maintain safety. - Make Solution.Contents return a `ReadOnlyCollection` instead of `_contents` to prevent uncontrolled access to the Solution values. - Add `SolutionComponent.RemoveAllSolution()` * Update Content.Shared/Chemistry/Solution.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Update Content.Shared/GameObjects/Components/Chemistry/SolutionComponent.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Add import for IReadOnlyList to Shared/SolutionComponent.cs * Add documentation * Improve localization Improve use of ILocalizationManager. * Resolve ReagentDispenserWindow._localizationManager before using it Forgot to do this in the last commit, resulting in a crash. Oops. * Add SolutionCaps.FitsInDispenser. Use in ReagentDispenserComponent. Used to limit large containers like buckets or mop buckets from being placed in a dispenser. Both have large capacities (500) and weren't designed to hold certain chemicals like a beaker is, so for now they can be blocked from being put in a dispenser by giving them that flag. * Add colors to new reagents * Update engine submodule
2019-10-05 09:10:05 -04:00
{
TryDispense(msg.DispenseIndex);
}
Logger.Info($"User {obj.Session.UserId.UserId} ({obj.Session.Name}) dispensed {_dispenseAmount}u of {Inventory[msg.DispenseIndex].ID}");
Reagent dispensers (#360) * Expose more private values of Solution and SolutionComponent Expose SolutionComponent.ContainedSolution and Solution.Contents. Both needed by ReagentDispenserComponent. * Implement IExamine for SolutionComponent Allows players to see the contents of a solution by examining the entity which contains it. * Implement ReagentDispenserComponent Adds ReagentDispenserComponent. A component which can add or remove reagents from a solution container. It's written in a general way so that it can be used for things such as the Chemical dispensers in chemistry, but also the booze and soda dispensers in the bar. The chemicals it may dispense are defined in yaml, similar to the way that vending machines define which entities they can dispense, by defining a reagent pack. * Add chemical dispenser and equipment Adds the chemical dispenser, beaker, large beaker, dropper, and a few more chemicals. * Add booze and soda dispensers. Adds the booze and soda dispensers, and a few chemicals for them to dispense. There's no drink mixing or drunkenness yet. * Update engine submodule. * Remove unneeded and commented out code Had a few WIP notes and debug code bits I forgot to remove beforehand. * Make SolutionComponent._containedSolution and it's values private again - Remove `SolutionComponent.ContainedSolution` property, replace with specific access functions to maintain safety. - Make Solution.Contents return a `ReadOnlyCollection` instead of `_contents` to prevent uncontrolled access to the Solution values. - Add `SolutionComponent.RemoveAllSolution()` * Update Content.Shared/Chemistry/Solution.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Update Content.Shared/GameObjects/Components/Chemistry/SolutionComponent.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Add import for IReadOnlyList to Shared/SolutionComponent.cs * Add documentation * Improve localization Improve use of ILocalizationManager. * Resolve ReagentDispenserWindow._localizationManager before using it Forgot to do this in the last commit, resulting in a crash. Oops. * Add SolutionCaps.FitsInDispenser. Use in ReagentDispenserComponent. Used to limit large containers like buckets or mop buckets from being placed in a dispenser. Both have large capacities (500) and weren't designed to hold certain chemicals like a beaker is, so for now they can be blocked from being put in a dispenser by giving them that flag. * Add colors to new reagents * Update engine submodule
2019-10-05 09:10:05 -04:00
break;
default:
throw new ArgumentOutOfRangeException();
}
ClickSound();
Reagent dispensers (#360) * Expose more private values of Solution and SolutionComponent Expose SolutionComponent.ContainedSolution and Solution.Contents. Both needed by ReagentDispenserComponent. * Implement IExamine for SolutionComponent Allows players to see the contents of a solution by examining the entity which contains it. * Implement ReagentDispenserComponent Adds ReagentDispenserComponent. A component which can add or remove reagents from a solution container. It's written in a general way so that it can be used for things such as the Chemical dispensers in chemistry, but also the booze and soda dispensers in the bar. The chemicals it may dispense are defined in yaml, similar to the way that vending machines define which entities they can dispense, by defining a reagent pack. * Add chemical dispenser and equipment Adds the chemical dispenser, beaker, large beaker, dropper, and a few more chemicals. * Add booze and soda dispensers. Adds the booze and soda dispensers, and a few chemicals for them to dispense. There's no drink mixing or drunkenness yet. * Update engine submodule. * Remove unneeded and commented out code Had a few WIP notes and debug code bits I forgot to remove beforehand. * Make SolutionComponent._containedSolution and it's values private again - Remove `SolutionComponent.ContainedSolution` property, replace with specific access functions to maintain safety. - Make Solution.Contents return a `ReadOnlyCollection` instead of `_contents` to prevent uncontrolled access to the Solution values. - Add `SolutionComponent.RemoveAllSolution()` * Update Content.Shared/Chemistry/Solution.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Update Content.Shared/GameObjects/Components/Chemistry/SolutionComponent.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Add import for IReadOnlyList to Shared/SolutionComponent.cs * Add documentation * Improve localization Improve use of ILocalizationManager. * Resolve ReagentDispenserWindow._localizationManager before using it Forgot to do this in the last commit, resulting in a crash. Oops. * Add SolutionCaps.FitsInDispenser. Use in ReagentDispenserComponent. Used to limit large containers like buckets or mop buckets from being placed in a dispenser. Both have large capacities (500) and weren't designed to hold certain chemicals like a beaker is, so for now they can be blocked from being put in a dispenser by giving them that flag. * Add colors to new reagents * Update engine submodule
2019-10-05 09:10:05 -04:00
}
/// <summary>
/// Checks whether the player entity is able to use the chem dispenser.
/// </summary>
/// <param name="playerEntity">The player entity.</param>
/// <returns>Returns true if the entity can use the dispenser, and false if it cannot.</returns>
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private bool PlayerCanUseDispenser(EntityUid? playerEntity, bool needsPower = true)
{
//Need player entity to check if they are still able to use the dispenser
if (playerEntity == null)
return false;
//Check if device is powered
if (needsPower && !Powered)
return false;
return true;
}
Reagent dispensers (#360) * Expose more private values of Solution and SolutionComponent Expose SolutionComponent.ContainedSolution and Solution.Contents. Both needed by ReagentDispenserComponent. * Implement IExamine for SolutionComponent Allows players to see the contents of a solution by examining the entity which contains it. * Implement ReagentDispenserComponent Adds ReagentDispenserComponent. A component which can add or remove reagents from a solution container. It's written in a general way so that it can be used for things such as the Chemical dispensers in chemistry, but also the booze and soda dispensers in the bar. The chemicals it may dispense are defined in yaml, similar to the way that vending machines define which entities they can dispense, by defining a reagent pack. * Add chemical dispenser and equipment Adds the chemical dispenser, beaker, large beaker, dropper, and a few more chemicals. * Add booze and soda dispensers. Adds the booze and soda dispensers, and a few chemicals for them to dispense. There's no drink mixing or drunkenness yet. * Update engine submodule. * Remove unneeded and commented out code Had a few WIP notes and debug code bits I forgot to remove beforehand. * Make SolutionComponent._containedSolution and it's values private again - Remove `SolutionComponent.ContainedSolution` property, replace with specific access functions to maintain safety. - Make Solution.Contents return a `ReadOnlyCollection` instead of `_contents` to prevent uncontrolled access to the Solution values. - Add `SolutionComponent.RemoveAllSolution()` * Update Content.Shared/Chemistry/Solution.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Update Content.Shared/GameObjects/Components/Chemistry/SolutionComponent.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Add import for IReadOnlyList to Shared/SolutionComponent.cs * Add documentation * Improve localization Improve use of ILocalizationManager. * Resolve ReagentDispenserWindow._localizationManager before using it Forgot to do this in the last commit, resulting in a crash. Oops. * Add SolutionCaps.FitsInDispenser. Use in ReagentDispenserComponent. Used to limit large containers like buckets or mop buckets from being placed in a dispenser. Both have large capacities (500) and weren't designed to hold certain chemicals like a beaker is, so for now they can be blocked from being put in a dispenser by giving them that flag. * Add colors to new reagents * Update engine submodule
2019-10-05 09:10:05 -04:00
/// <summary>
/// Gets component data to be used to update the user interface client-side.
Reagent dispensers (#360) * Expose more private values of Solution and SolutionComponent Expose SolutionComponent.ContainedSolution and Solution.Contents. Both needed by ReagentDispenserComponent. * Implement IExamine for SolutionComponent Allows players to see the contents of a solution by examining the entity which contains it. * Implement ReagentDispenserComponent Adds ReagentDispenserComponent. A component which can add or remove reagents from a solution container. It's written in a general way so that it can be used for things such as the Chemical dispensers in chemistry, but also the booze and soda dispensers in the bar. The chemicals it may dispense are defined in yaml, similar to the way that vending machines define which entities they can dispense, by defining a reagent pack. * Add chemical dispenser and equipment Adds the chemical dispenser, beaker, large beaker, dropper, and a few more chemicals. * Add booze and soda dispensers. Adds the booze and soda dispensers, and a few chemicals for them to dispense. There's no drink mixing or drunkenness yet. * Update engine submodule. * Remove unneeded and commented out code Had a few WIP notes and debug code bits I forgot to remove beforehand. * Make SolutionComponent._containedSolution and it's values private again - Remove `SolutionComponent.ContainedSolution` property, replace with specific access functions to maintain safety. - Make Solution.Contents return a `ReadOnlyCollection` instead of `_contents` to prevent uncontrolled access to the Solution values. - Add `SolutionComponent.RemoveAllSolution()` * Update Content.Shared/Chemistry/Solution.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Update Content.Shared/GameObjects/Components/Chemistry/SolutionComponent.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Add import for IReadOnlyList to Shared/SolutionComponent.cs * Add documentation * Improve localization Improve use of ILocalizationManager. * Resolve ReagentDispenserWindow._localizationManager before using it Forgot to do this in the last commit, resulting in a crash. Oops. * Add SolutionCaps.FitsInDispenser. Use in ReagentDispenserComponent. Used to limit large containers like buckets or mop buckets from being placed in a dispenser. Both have large capacities (500) and weren't designed to hold certain chemicals like a beaker is, so for now they can be blocked from being put in a dispenser by giving them that flag. * Add colors to new reagents * Update engine submodule
2019-10-05 09:10:05 -04:00
/// </summary>
/// <returns>Returns a <see cref="SharedReagentDispenserComponent.ReagentDispenserBoundUserInterfaceState"/></returns>
private ReagentDispenserBoundUserInterfaceState GetUserInterfaceState()
{
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if (BeakerSlot.Item is not {Valid: true} beaker ||
!_entities.TryGetComponent(beaker, out FitsInDispenserComponent? fits) ||
2021-12-03 15:53:09 +01:00
!EntitySystem.Get<SolutionContainerSystem>().TryGetSolution(beaker, fits.Solution, out var solution))
Reagent dispensers (#360) * Expose more private values of Solution and SolutionComponent Expose SolutionComponent.ContainedSolution and Solution.Contents. Both needed by ReagentDispenserComponent. * Implement IExamine for SolutionComponent Allows players to see the contents of a solution by examining the entity which contains it. * Implement ReagentDispenserComponent Adds ReagentDispenserComponent. A component which can add or remove reagents from a solution container. It's written in a general way so that it can be used for things such as the Chemical dispensers in chemistry, but also the booze and soda dispensers in the bar. The chemicals it may dispense are defined in yaml, similar to the way that vending machines define which entities they can dispense, by defining a reagent pack. * Add chemical dispenser and equipment Adds the chemical dispenser, beaker, large beaker, dropper, and a few more chemicals. * Add booze and soda dispensers. Adds the booze and soda dispensers, and a few chemicals for them to dispense. There's no drink mixing or drunkenness yet. * Update engine submodule. * Remove unneeded and commented out code Had a few WIP notes and debug code bits I forgot to remove beforehand. * Make SolutionComponent._containedSolution and it's values private again - Remove `SolutionComponent.ContainedSolution` property, replace with specific access functions to maintain safety. - Make Solution.Contents return a `ReadOnlyCollection` instead of `_contents` to prevent uncontrolled access to the Solution values. - Add `SolutionComponent.RemoveAllSolution()` * Update Content.Shared/Chemistry/Solution.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Update Content.Shared/GameObjects/Components/Chemistry/SolutionComponent.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Add import for IReadOnlyList to Shared/SolutionComponent.cs * Add documentation * Improve localization Improve use of ILocalizationManager. * Resolve ReagentDispenserWindow._localizationManager before using it Forgot to do this in the last commit, resulting in a crash. Oops. * Add SolutionCaps.FitsInDispenser. Use in ReagentDispenserComponent. Used to limit large containers like buckets or mop buckets from being placed in a dispenser. Both have large capacities (500) and weren't designed to hold certain chemicals like a beaker is, so for now they can be blocked from being put in a dispenser by giving them that flag. * Add colors to new reagents * Update engine submodule
2019-10-05 09:10:05 -04:00
{
return new ReagentDispenserBoundUserInterfaceState(Powered, false, FixedPoint2.New(0),
FixedPoint2.New(0),
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string.Empty, Inventory, _entities.GetComponent<MetaDataComponent>(Owner).EntityName, null, _dispenseAmount);
Reagent dispensers (#360) * Expose more private values of Solution and SolutionComponent Expose SolutionComponent.ContainedSolution and Solution.Contents. Both needed by ReagentDispenserComponent. * Implement IExamine for SolutionComponent Allows players to see the contents of a solution by examining the entity which contains it. * Implement ReagentDispenserComponent Adds ReagentDispenserComponent. A component which can add or remove reagents from a solution container. It's written in a general way so that it can be used for things such as the Chemical dispensers in chemistry, but also the booze and soda dispensers in the bar. The chemicals it may dispense are defined in yaml, similar to the way that vending machines define which entities they can dispense, by defining a reagent pack. * Add chemical dispenser and equipment Adds the chemical dispenser, beaker, large beaker, dropper, and a few more chemicals. * Add booze and soda dispensers. Adds the booze and soda dispensers, and a few chemicals for them to dispense. There's no drink mixing or drunkenness yet. * Update engine submodule. * Remove unneeded and commented out code Had a few WIP notes and debug code bits I forgot to remove beforehand. * Make SolutionComponent._containedSolution and it's values private again - Remove `SolutionComponent.ContainedSolution` property, replace with specific access functions to maintain safety. - Make Solution.Contents return a `ReadOnlyCollection` instead of `_contents` to prevent uncontrolled access to the Solution values. - Add `SolutionComponent.RemoveAllSolution()` * Update Content.Shared/Chemistry/Solution.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Update Content.Shared/GameObjects/Components/Chemistry/SolutionComponent.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Add import for IReadOnlyList to Shared/SolutionComponent.cs * Add documentation * Improve localization Improve use of ILocalizationManager. * Resolve ReagentDispenserWindow._localizationManager before using it Forgot to do this in the last commit, resulting in a crash. Oops. * Add SolutionCaps.FitsInDispenser. Use in ReagentDispenserComponent. Used to limit large containers like buckets or mop buckets from being placed in a dispenser. Both have large capacities (500) and weren't designed to hold certain chemicals like a beaker is, so for now they can be blocked from being put in a dispenser by giving them that flag. * Add colors to new reagents * Update engine submodule
2019-10-05 09:10:05 -04:00
}
return new ReagentDispenserBoundUserInterfaceState(Powered, true, solution.CurrentVolume,
solution.MaxVolume,
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_entities.GetComponent<MetaDataComponent>(beaker).EntityName, Inventory, _entities.GetComponent<MetaDataComponent>(Owner).EntityName, solution.Contents.ToList(), _dispenseAmount);
Reagent dispensers (#360) * Expose more private values of Solution and SolutionComponent Expose SolutionComponent.ContainedSolution and Solution.Contents. Both needed by ReagentDispenserComponent. * Implement IExamine for SolutionComponent Allows players to see the contents of a solution by examining the entity which contains it. * Implement ReagentDispenserComponent Adds ReagentDispenserComponent. A component which can add or remove reagents from a solution container. It's written in a general way so that it can be used for things such as the Chemical dispensers in chemistry, but also the booze and soda dispensers in the bar. The chemicals it may dispense are defined in yaml, similar to the way that vending machines define which entities they can dispense, by defining a reagent pack. * Add chemical dispenser and equipment Adds the chemical dispenser, beaker, large beaker, dropper, and a few more chemicals. * Add booze and soda dispensers. Adds the booze and soda dispensers, and a few chemicals for them to dispense. There's no drink mixing or drunkenness yet. * Update engine submodule. * Remove unneeded and commented out code Had a few WIP notes and debug code bits I forgot to remove beforehand. * Make SolutionComponent._containedSolution and it's values private again - Remove `SolutionComponent.ContainedSolution` property, replace with specific access functions to maintain safety. - Make Solution.Contents return a `ReadOnlyCollection` instead of `_contents` to prevent uncontrolled access to the Solution values. - Add `SolutionComponent.RemoveAllSolution()` * Update Content.Shared/Chemistry/Solution.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Update Content.Shared/GameObjects/Components/Chemistry/SolutionComponent.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Add import for IReadOnlyList to Shared/SolutionComponent.cs * Add documentation * Improve localization Improve use of ILocalizationManager. * Resolve ReagentDispenserWindow._localizationManager before using it Forgot to do this in the last commit, resulting in a crash. Oops. * Add SolutionCaps.FitsInDispenser. Use in ReagentDispenserComponent. Used to limit large containers like buckets or mop buckets from being placed in a dispenser. Both have large capacities (500) and weren't designed to hold certain chemicals like a beaker is, so for now they can be blocked from being put in a dispenser by giving them that flag. * Add colors to new reagents * Update engine submodule
2019-10-05 09:10:05 -04:00
}
public void UpdateUserInterface()
Reagent dispensers (#360) * Expose more private values of Solution and SolutionComponent Expose SolutionComponent.ContainedSolution and Solution.Contents. Both needed by ReagentDispenserComponent. * Implement IExamine for SolutionComponent Allows players to see the contents of a solution by examining the entity which contains it. * Implement ReagentDispenserComponent Adds ReagentDispenserComponent. A component which can add or remove reagents from a solution container. It's written in a general way so that it can be used for things such as the Chemical dispensers in chemistry, but also the booze and soda dispensers in the bar. The chemicals it may dispense are defined in yaml, similar to the way that vending machines define which entities they can dispense, by defining a reagent pack. * Add chemical dispenser and equipment Adds the chemical dispenser, beaker, large beaker, dropper, and a few more chemicals. * Add booze and soda dispensers. Adds the booze and soda dispensers, and a few chemicals for them to dispense. There's no drink mixing or drunkenness yet. * Update engine submodule. * Remove unneeded and commented out code Had a few WIP notes and debug code bits I forgot to remove beforehand. * Make SolutionComponent._containedSolution and it's values private again - Remove `SolutionComponent.ContainedSolution` property, replace with specific access functions to maintain safety. - Make Solution.Contents return a `ReadOnlyCollection` instead of `_contents` to prevent uncontrolled access to the Solution values. - Add `SolutionComponent.RemoveAllSolution()` * Update Content.Shared/Chemistry/Solution.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Update Content.Shared/GameObjects/Components/Chemistry/SolutionComponent.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Add import for IReadOnlyList to Shared/SolutionComponent.cs * Add documentation * Improve localization Improve use of ILocalizationManager. * Resolve ReagentDispenserWindow._localizationManager before using it Forgot to do this in the last commit, resulting in a crash. Oops. * Add SolutionCaps.FitsInDispenser. Use in ReagentDispenserComponent. Used to limit large containers like buckets or mop buckets from being placed in a dispenser. Both have large capacities (500) and weren't designed to hold certain chemicals like a beaker is, so for now they can be blocked from being put in a dispenser by giving them that flag. * Add colors to new reagents * Update engine submodule
2019-10-05 09:10:05 -04:00
{
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if (!Initialized) return;
Reagent dispensers (#360) * Expose more private values of Solution and SolutionComponent Expose SolutionComponent.ContainedSolution and Solution.Contents. Both needed by ReagentDispenserComponent. * Implement IExamine for SolutionComponent Allows players to see the contents of a solution by examining the entity which contains it. * Implement ReagentDispenserComponent Adds ReagentDispenserComponent. A component which can add or remove reagents from a solution container. It's written in a general way so that it can be used for things such as the Chemical dispensers in chemistry, but also the booze and soda dispensers in the bar. The chemicals it may dispense are defined in yaml, similar to the way that vending machines define which entities they can dispense, by defining a reagent pack. * Add chemical dispenser and equipment Adds the chemical dispenser, beaker, large beaker, dropper, and a few more chemicals. * Add booze and soda dispensers. Adds the booze and soda dispensers, and a few chemicals for them to dispense. There's no drink mixing or drunkenness yet. * Update engine submodule. * Remove unneeded and commented out code Had a few WIP notes and debug code bits I forgot to remove beforehand. * Make SolutionComponent._containedSolution and it's values private again - Remove `SolutionComponent.ContainedSolution` property, replace with specific access functions to maintain safety. - Make Solution.Contents return a `ReadOnlyCollection` instead of `_contents` to prevent uncontrolled access to the Solution values. - Add `SolutionComponent.RemoveAllSolution()` * Update Content.Shared/Chemistry/Solution.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Update Content.Shared/GameObjects/Components/Chemistry/SolutionComponent.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Add import for IReadOnlyList to Shared/SolutionComponent.cs * Add documentation * Improve localization Improve use of ILocalizationManager. * Resolve ReagentDispenserWindow._localizationManager before using it Forgot to do this in the last commit, resulting in a crash. Oops. * Add SolutionCaps.FitsInDispenser. Use in ReagentDispenserComponent. Used to limit large containers like buckets or mop buckets from being placed in a dispenser. Both have large capacities (500) and weren't designed to hold certain chemicals like a beaker is, so for now they can be blocked from being put in a dispenser by giving them that flag. * Add colors to new reagents * Update engine submodule
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var state = GetUserInterfaceState();
UserInterface?.SetState(state);
Reagent dispensers (#360) * Expose more private values of Solution and SolutionComponent Expose SolutionComponent.ContainedSolution and Solution.Contents. Both needed by ReagentDispenserComponent. * Implement IExamine for SolutionComponent Allows players to see the contents of a solution by examining the entity which contains it. * Implement ReagentDispenserComponent Adds ReagentDispenserComponent. A component which can add or remove reagents from a solution container. It's written in a general way so that it can be used for things such as the Chemical dispensers in chemistry, but also the booze and soda dispensers in the bar. The chemicals it may dispense are defined in yaml, similar to the way that vending machines define which entities they can dispense, by defining a reagent pack. * Add chemical dispenser and equipment Adds the chemical dispenser, beaker, large beaker, dropper, and a few more chemicals. * Add booze and soda dispensers. Adds the booze and soda dispensers, and a few chemicals for them to dispense. There's no drink mixing or drunkenness yet. * Update engine submodule. * Remove unneeded and commented out code Had a few WIP notes and debug code bits I forgot to remove beforehand. * Make SolutionComponent._containedSolution and it's values private again - Remove `SolutionComponent.ContainedSolution` property, replace with specific access functions to maintain safety. - Make Solution.Contents return a `ReadOnlyCollection` instead of `_contents` to prevent uncontrolled access to the Solution values. - Add `SolutionComponent.RemoveAllSolution()` * Update Content.Shared/Chemistry/Solution.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Update Content.Shared/GameObjects/Components/Chemistry/SolutionComponent.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Add import for IReadOnlyList to Shared/SolutionComponent.cs * Add documentation * Improve localization Improve use of ILocalizationManager. * Resolve ReagentDispenserWindow._localizationManager before using it Forgot to do this in the last commit, resulting in a crash. Oops. * Add SolutionCaps.FitsInDispenser. Use in ReagentDispenserComponent. Used to limit large containers like buckets or mop buckets from being placed in a dispenser. Both have large capacities (500) and weren't designed to hold certain chemicals like a beaker is, so for now they can be blocked from being put in a dispenser by giving them that flag. * Add colors to new reagents * Update engine submodule
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}
/// <summary>
/// If this component contains an entity with a <see cref="SolutionHolder"/>, remove all of it's reagents / solutions.
Reagent dispensers (#360) * Expose more private values of Solution and SolutionComponent Expose SolutionComponent.ContainedSolution and Solution.Contents. Both needed by ReagentDispenserComponent. * Implement IExamine for SolutionComponent Allows players to see the contents of a solution by examining the entity which contains it. * Implement ReagentDispenserComponent Adds ReagentDispenserComponent. A component which can add or remove reagents from a solution container. It's written in a general way so that it can be used for things such as the Chemical dispensers in chemistry, but also the booze and soda dispensers in the bar. The chemicals it may dispense are defined in yaml, similar to the way that vending machines define which entities they can dispense, by defining a reagent pack. * Add chemical dispenser and equipment Adds the chemical dispenser, beaker, large beaker, dropper, and a few more chemicals. * Add booze and soda dispensers. Adds the booze and soda dispensers, and a few chemicals for them to dispense. There's no drink mixing or drunkenness yet. * Update engine submodule. * Remove unneeded and commented out code Had a few WIP notes and debug code bits I forgot to remove beforehand. * Make SolutionComponent._containedSolution and it's values private again - Remove `SolutionComponent.ContainedSolution` property, replace with specific access functions to maintain safety. - Make Solution.Contents return a `ReadOnlyCollection` instead of `_contents` to prevent uncontrolled access to the Solution values. - Add `SolutionComponent.RemoveAllSolution()` * Update Content.Shared/Chemistry/Solution.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Update Content.Shared/GameObjects/Components/Chemistry/SolutionComponent.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Add import for IReadOnlyList to Shared/SolutionComponent.cs * Add documentation * Improve localization Improve use of ILocalizationManager. * Resolve ReagentDispenserWindow._localizationManager before using it Forgot to do this in the last commit, resulting in a crash. Oops. * Add SolutionCaps.FitsInDispenser. Use in ReagentDispenserComponent. Used to limit large containers like buckets or mop buckets from being placed in a dispenser. Both have large capacities (500) and weren't designed to hold certain chemicals like a beaker is, so for now they can be blocked from being put in a dispenser by giving them that flag. * Add colors to new reagents * Update engine submodule
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/// </summary>
private void TryClear()
{
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if (BeakerSlot.Item is not {Valid: true} beaker ||
!_entities.TryGetComponent(beaker, out FitsInDispenserComponent? fits) ||
!EntitySystem.Get<SolutionContainerSystem>().TryGetSolution(beaker, fits.Solution, out var solution))
return;
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EntitySystem.Get<SolutionContainerSystem>().RemoveAllSolution(beaker, solution);
Reagent dispensers (#360) * Expose more private values of Solution and SolutionComponent Expose SolutionComponent.ContainedSolution and Solution.Contents. Both needed by ReagentDispenserComponent. * Implement IExamine for SolutionComponent Allows players to see the contents of a solution by examining the entity which contains it. * Implement ReagentDispenserComponent Adds ReagentDispenserComponent. A component which can add or remove reagents from a solution container. It's written in a general way so that it can be used for things such as the Chemical dispensers in chemistry, but also the booze and soda dispensers in the bar. The chemicals it may dispense are defined in yaml, similar to the way that vending machines define which entities they can dispense, by defining a reagent pack. * Add chemical dispenser and equipment Adds the chemical dispenser, beaker, large beaker, dropper, and a few more chemicals. * Add booze and soda dispensers. Adds the booze and soda dispensers, and a few chemicals for them to dispense. There's no drink mixing or drunkenness yet. * Update engine submodule. * Remove unneeded and commented out code Had a few WIP notes and debug code bits I forgot to remove beforehand. * Make SolutionComponent._containedSolution and it's values private again - Remove `SolutionComponent.ContainedSolution` property, replace with specific access functions to maintain safety. - Make Solution.Contents return a `ReadOnlyCollection` instead of `_contents` to prevent uncontrolled access to the Solution values. - Add `SolutionComponent.RemoveAllSolution()` * Update Content.Shared/Chemistry/Solution.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Update Content.Shared/GameObjects/Components/Chemistry/SolutionComponent.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Add import for IReadOnlyList to Shared/SolutionComponent.cs * Add documentation * Improve localization Improve use of ILocalizationManager. * Resolve ReagentDispenserWindow._localizationManager before using it Forgot to do this in the last commit, resulting in a crash. Oops. * Add SolutionCaps.FitsInDispenser. Use in ReagentDispenserComponent. Used to limit large containers like buckets or mop buckets from being placed in a dispenser. Both have large capacities (500) and weren't designed to hold certain chemicals like a beaker is, so for now they can be blocked from being put in a dispenser by giving them that flag. * Add colors to new reagents * Update engine submodule
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UpdateUserInterface();
}
/// <summary>
/// If this component contains an entity with a <see cref="SolutionHolder"/>, attempt to dispense the specified reagent to it.
Reagent dispensers (#360) * Expose more private values of Solution and SolutionComponent Expose SolutionComponent.ContainedSolution and Solution.Contents. Both needed by ReagentDispenserComponent. * Implement IExamine for SolutionComponent Allows players to see the contents of a solution by examining the entity which contains it. * Implement ReagentDispenserComponent Adds ReagentDispenserComponent. A component which can add or remove reagents from a solution container. It's written in a general way so that it can be used for things such as the Chemical dispensers in chemistry, but also the booze and soda dispensers in the bar. The chemicals it may dispense are defined in yaml, similar to the way that vending machines define which entities they can dispense, by defining a reagent pack. * Add chemical dispenser and equipment Adds the chemical dispenser, beaker, large beaker, dropper, and a few more chemicals. * Add booze and soda dispensers. Adds the booze and soda dispensers, and a few chemicals for them to dispense. There's no drink mixing or drunkenness yet. * Update engine submodule. * Remove unneeded and commented out code Had a few WIP notes and debug code bits I forgot to remove beforehand. * Make SolutionComponent._containedSolution and it's values private again - Remove `SolutionComponent.ContainedSolution` property, replace with specific access functions to maintain safety. - Make Solution.Contents return a `ReadOnlyCollection` instead of `_contents` to prevent uncontrolled access to the Solution values. - Add `SolutionComponent.RemoveAllSolution()` * Update Content.Shared/Chemistry/Solution.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Update Content.Shared/GameObjects/Components/Chemistry/SolutionComponent.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Add import for IReadOnlyList to Shared/SolutionComponent.cs * Add documentation * Improve localization Improve use of ILocalizationManager. * Resolve ReagentDispenserWindow._localizationManager before using it Forgot to do this in the last commit, resulting in a crash. Oops. * Add SolutionCaps.FitsInDispenser. Use in ReagentDispenserComponent. Used to limit large containers like buckets or mop buckets from being placed in a dispenser. Both have large capacities (500) and weren't designed to hold certain chemicals like a beaker is, so for now they can be blocked from being put in a dispenser by giving them that flag. * Add colors to new reagents * Update engine submodule
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/// </summary>
/// <param name="dispenseIndex">The index of the reagent in <c>Inventory</c>.</param>
private void TryDispense(int dispenseIndex)
{
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if (BeakerSlot.Item is not {Valid: true} beaker ||
!_entities.TryGetComponent(beaker, out FitsInDispenserComponent? fits) ||
!EntitySystem.Get<SolutionContainerSystem>().TryGetSolution(beaker, fits.Solution, out var solution)) return;
EntitySystem.Get<SolutionContainerSystem>()
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.TryAddReagent(beaker, solution, Inventory[dispenseIndex].ID, _dispenseAmount, out _);
Reagent dispensers (#360) * Expose more private values of Solution and SolutionComponent Expose SolutionComponent.ContainedSolution and Solution.Contents. Both needed by ReagentDispenserComponent. * Implement IExamine for SolutionComponent Allows players to see the contents of a solution by examining the entity which contains it. * Implement ReagentDispenserComponent Adds ReagentDispenserComponent. A component which can add or remove reagents from a solution container. It's written in a general way so that it can be used for things such as the Chemical dispensers in chemistry, but also the booze and soda dispensers in the bar. The chemicals it may dispense are defined in yaml, similar to the way that vending machines define which entities they can dispense, by defining a reagent pack. * Add chemical dispenser and equipment Adds the chemical dispenser, beaker, large beaker, dropper, and a few more chemicals. * Add booze and soda dispensers. Adds the booze and soda dispensers, and a few chemicals for them to dispense. There's no drink mixing or drunkenness yet. * Update engine submodule. * Remove unneeded and commented out code Had a few WIP notes and debug code bits I forgot to remove beforehand. * Make SolutionComponent._containedSolution and it's values private again - Remove `SolutionComponent.ContainedSolution` property, replace with specific access functions to maintain safety. - Make Solution.Contents return a `ReadOnlyCollection` instead of `_contents` to prevent uncontrolled access to the Solution values. - Add `SolutionComponent.RemoveAllSolution()` * Update Content.Shared/Chemistry/Solution.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Update Content.Shared/GameObjects/Components/Chemistry/SolutionComponent.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Add import for IReadOnlyList to Shared/SolutionComponent.cs * Add documentation * Improve localization Improve use of ILocalizationManager. * Resolve ReagentDispenserWindow._localizationManager before using it Forgot to do this in the last commit, resulting in a crash. Oops. * Add SolutionCaps.FitsInDispenser. Use in ReagentDispenserComponent. Used to limit large containers like buckets or mop buckets from being placed in a dispenser. Both have large capacities (500) and weren't designed to hold certain chemicals like a beaker is, so for now they can be blocked from being put in a dispenser by giving them that flag. * Add colors to new reagents * Update engine submodule
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UpdateUserInterface();
}
private void ClickSound()
{
SoundSystem.Play(Filter.Pvs(Owner), _clickSound.GetSound(), Owner, AudioParams.Default.WithVolume(-2f));
}
private sealed class ReagentInventoryComparer : Comparer<ReagentDispenserInventoryEntry>
{
public override int Compare(ReagentDispenserInventoryEntry x, ReagentDispenserInventoryEntry y)
{
return string.Compare(x.ID, y.ID, StringComparison.InvariantCultureIgnoreCase);
}
}
Reagent dispensers (#360) * Expose more private values of Solution and SolutionComponent Expose SolutionComponent.ContainedSolution and Solution.Contents. Both needed by ReagentDispenserComponent. * Implement IExamine for SolutionComponent Allows players to see the contents of a solution by examining the entity which contains it. * Implement ReagentDispenserComponent Adds ReagentDispenserComponent. A component which can add or remove reagents from a solution container. It's written in a general way so that it can be used for things such as the Chemical dispensers in chemistry, but also the booze and soda dispensers in the bar. The chemicals it may dispense are defined in yaml, similar to the way that vending machines define which entities they can dispense, by defining a reagent pack. * Add chemical dispenser and equipment Adds the chemical dispenser, beaker, large beaker, dropper, and a few more chemicals. * Add booze and soda dispensers. Adds the booze and soda dispensers, and a few chemicals for them to dispense. There's no drink mixing or drunkenness yet. * Update engine submodule. * Remove unneeded and commented out code Had a few WIP notes and debug code bits I forgot to remove beforehand. * Make SolutionComponent._containedSolution and it's values private again - Remove `SolutionComponent.ContainedSolution` property, replace with specific access functions to maintain safety. - Make Solution.Contents return a `ReadOnlyCollection` instead of `_contents` to prevent uncontrolled access to the Solution values. - Add `SolutionComponent.RemoveAllSolution()` * Update Content.Shared/Chemistry/Solution.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Update Content.Shared/GameObjects/Components/Chemistry/SolutionComponent.cs Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`. Co-Authored-By: Remie Richards <remierichards@gmail.com> * Add import for IReadOnlyList to Shared/SolutionComponent.cs * Add documentation * Improve localization Improve use of ILocalizationManager. * Resolve ReagentDispenserWindow._localizationManager before using it Forgot to do this in the last commit, resulting in a crash. Oops. * Add SolutionCaps.FitsInDispenser. Use in ReagentDispenserComponent. Used to limit large containers like buckets or mop buckets from being placed in a dispenser. Both have large capacities (500) and weren't designed to hold certain chemicals like a beaker is, so for now they can be blocked from being put in a dispenser by giving them that flag. * Add colors to new reagents * Update engine submodule
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}
}