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crystall-punk-14/Content.Shared/Chemistry/EntitySystems/SharedSolutionContainerMixerSystem.cs

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using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.Reaction;
using Content.Shared.Interaction;
using Content.Shared.Popups;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
using Robust.Shared.Network;
using Robust.Shared.Timing;
namespace Content.Shared.Chemistry.EntitySystems;
/// <summary>
/// This handles <see cref="SolutionContainerMixerComponent"/>
/// </summary>
public abstract class SharedSolutionContainerMixerSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly INetManager _net = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
Solution Entities (#21916) * Creates Content.Shared.Chemistry.Solutions Copies Solution class to new namespace Obsoletes old Solution class * Switches over to the Solutions.Solution Solution * Creates Content.Shared.Chemistry.Containers Copies relevant components/systems to the new namespace Obsoletes old versions * Switches over to the Containers.XYZ namespace * Creates SolutionSystem and obsoletes old SolutionContainerSystem methods * Start using SolutionSystem for Solution manipulation * EnumerateSolutions * Move TryGetMixableSolution * Move EnsureSolution to Server * Create Solution Entities * Stop using obsolete solution system methods * Fix prototype component tests * Add using ..Audio.Systems; back * Wrap solution container slots in ContainerSlots * Actually add the slot to the solution container map * Dirty SolutionContainerComponent when ensuring solutions * Revert namespace changes * Remerge SolutionSystem and SolutionContainerSystem * SolutionContainerManagerComponent refactor * Avoid wrapping necessary code in DebugTools.Assert as it is removed when compiling for release * Readd examine reagent sorting * Fix errors * Poke tests * Fix solution names not being applied * Fix WoolyComponent including statement * Fix merge skew * Fix compile errors * Make reactions use solntities * Reindent solution class namespace * Field attribute changes * AutoGenerateComponentState for SolutionContainerComponent * SolutionContainerComponent -> ContainedSolutionComponent * ref ReactionAttemptEvent * Denetwork preinit solutions * Misc 1 * Nullable TryGetSolution out vars * Cache associated solutions * Fix merge skew * Use explicit regions in SharedSolutionContainerSystem.Capabilities * Add debug assert * Use explicit regions in SharedSolutionContainerSystem.Relay + ref SolutionContainerChangedEvent * ContainedSolutionComponent.Name -> ContainedSolutionComponent.ContainerName * SolutionComponent doc comments * Implicit DataField names and property purge * ReagentEffect DataField names * Local variables for readability * Sort using statements + Entity<T> event handlers * Fix compile erros * Fix compile errors --------- Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
2023-12-28 17:58:14 -08:00
[Dependency] private readonly SharedSolutionContainerSystem _solution = default!;
/// <inheritdoc/>
public override void Initialize()
{
SubscribeLocalEvent<SolutionContainerMixerComponent, ActivateInWorldEvent>(OnActivateInWorld);
SubscribeLocalEvent<SolutionContainerMixerComponent, ContainerIsRemovingAttemptEvent>(OnRemoveAttempt);
}
private void OnActivateInWorld(Entity<SolutionContainerMixerComponent> entity, ref ActivateInWorldEvent args)
{
TryStartMix(entity, args.User);
}
private void OnRemoveAttempt(Entity<SolutionContainerMixerComponent> ent, ref ContainerIsRemovingAttemptEvent args)
{
if (args.Container.ID == ent.Comp.ContainerId && ent.Comp.Mixing)
args.Cancel();
}
protected virtual bool HasPower(Entity<SolutionContainerMixerComponent> entity)
{
return true;
}
public void TryStartMix(Entity<SolutionContainerMixerComponent> entity, EntityUid? user)
{
var (uid, comp) = entity;
if (comp.Mixing)
return;
if (!HasPower(entity))
{
if (user != null)
_popup.PopupClient(Loc.GetString("solution-container-mixer-no-power"), entity, user.Value);
return;
}
if (!_container.TryGetContainer(uid, comp.ContainerId, out var container) || container.Count == 0)
{
if (user != null)
_popup.PopupClient(Loc.GetString("solution-container-mixer-popup-nothing-to-mix"), entity, user.Value);
return;
}
comp.Mixing = true;
if (_net.IsServer)
comp.MixingSoundEntity = _audio.PlayPvs(comp.MixingSound, entity, comp.MixingSound?.Params.WithLoop(true));
comp.MixTimeEnd = _timing.CurTime + comp.MixDuration;
_appearance.SetData(entity, SolutionContainerMixerVisuals.Mixing, true);
Dirty(uid, comp);
}
public void StopMix(Entity<SolutionContainerMixerComponent> entity)
{
var (uid, comp) = entity;
if (!comp.Mixing)
return;
_audio.Stop(comp.MixingSoundEntity);
_appearance.SetData(entity, SolutionContainerMixerVisuals.Mixing, false);
comp.Mixing = false;
comp.MixingSoundEntity = null;
Dirty(uid, comp);
}
public void FinishMix(Entity<SolutionContainerMixerComponent> entity)
{
var (uid, comp) = entity;
if (!comp.Mixing)
return;
StopMix(entity);
if (!TryComp<ReactionMixerComponent>(entity, out var reactionMixer)
|| !_container.TryGetContainer(uid, comp.ContainerId, out var container))
return;
foreach (var ent in container.ContainedEntities)
{
Solution Entities (#21916) * Creates Content.Shared.Chemistry.Solutions Copies Solution class to new namespace Obsoletes old Solution class * Switches over to the Solutions.Solution Solution * Creates Content.Shared.Chemistry.Containers Copies relevant components/systems to the new namespace Obsoletes old versions * Switches over to the Containers.XYZ namespace * Creates SolutionSystem and obsoletes old SolutionContainerSystem methods * Start using SolutionSystem for Solution manipulation * EnumerateSolutions * Move TryGetMixableSolution * Move EnsureSolution to Server * Create Solution Entities * Stop using obsolete solution system methods * Fix prototype component tests * Add using ..Audio.Systems; back * Wrap solution container slots in ContainerSlots * Actually add the slot to the solution container map * Dirty SolutionContainerComponent when ensuring solutions * Revert namespace changes * Remerge SolutionSystem and SolutionContainerSystem * SolutionContainerManagerComponent refactor * Avoid wrapping necessary code in DebugTools.Assert as it is removed when compiling for release * Readd examine reagent sorting * Fix errors * Poke tests * Fix solution names not being applied * Fix WoolyComponent including statement * Fix merge skew * Fix compile errors * Make reactions use solntities * Reindent solution class namespace * Field attribute changes * AutoGenerateComponentState for SolutionContainerComponent * SolutionContainerComponent -> ContainedSolutionComponent * ref ReactionAttemptEvent * Denetwork preinit solutions * Misc 1 * Nullable TryGetSolution out vars * Cache associated solutions * Fix merge skew * Use explicit regions in SharedSolutionContainerSystem.Capabilities * Add debug assert * Use explicit regions in SharedSolutionContainerSystem.Relay + ref SolutionContainerChangedEvent * ContainedSolutionComponent.Name -> ContainedSolutionComponent.ContainerName * SolutionComponent doc comments * Implicit DataField names and property purge * ReagentEffect DataField names * Local variables for readability * Sort using statements + Entity<T> event handlers * Fix compile erros * Fix compile errors --------- Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
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if (!_solution.TryGetFitsInDispenser(ent, out var soln, out _))
continue;
Solution Entities (#21916) * Creates Content.Shared.Chemistry.Solutions Copies Solution class to new namespace Obsoletes old Solution class * Switches over to the Solutions.Solution Solution * Creates Content.Shared.Chemistry.Containers Copies relevant components/systems to the new namespace Obsoletes old versions * Switches over to the Containers.XYZ namespace * Creates SolutionSystem and obsoletes old SolutionContainerSystem methods * Start using SolutionSystem for Solution manipulation * EnumerateSolutions * Move TryGetMixableSolution * Move EnsureSolution to Server * Create Solution Entities * Stop using obsolete solution system methods * Fix prototype component tests * Add using ..Audio.Systems; back * Wrap solution container slots in ContainerSlots * Actually add the slot to the solution container map * Dirty SolutionContainerComponent when ensuring solutions * Revert namespace changes * Remerge SolutionSystem and SolutionContainerSystem * SolutionContainerManagerComponent refactor * Avoid wrapping necessary code in DebugTools.Assert as it is removed when compiling for release * Readd examine reagent sorting * Fix errors * Poke tests * Fix solution names not being applied * Fix WoolyComponent including statement * Fix merge skew * Fix compile errors * Make reactions use solntities * Reindent solution class namespace * Field attribute changes * AutoGenerateComponentState for SolutionContainerComponent * SolutionContainerComponent -> ContainedSolutionComponent * ref ReactionAttemptEvent * Denetwork preinit solutions * Misc 1 * Nullable TryGetSolution out vars * Cache associated solutions * Fix merge skew * Use explicit regions in SharedSolutionContainerSystem.Capabilities * Add debug assert * Use explicit regions in SharedSolutionContainerSystem.Relay + ref SolutionContainerChangedEvent * ContainedSolutionComponent.Name -> ContainedSolutionComponent.ContainerName * SolutionComponent doc comments * Implicit DataField names and property purge * ReagentEffect DataField names * Local variables for readability * Sort using statements + Entity<T> event handlers * Fix compile erros * Fix compile errors --------- Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
2023-12-28 17:58:14 -08:00
_solution.UpdateChemicals(soln.Value, true, reactionMixer);
}
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<SolutionContainerMixerComponent>();
while (query.MoveNext(out var uid, out var comp))
{
if (!comp.Mixing)
continue;
if (_timing.CurTime < comp.MixTimeEnd)
continue;
FinishMix((uid, comp));
}
}
}