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crystall-punk-14/Content.Server/GameObjects/Components/Chemistry/SolutionContainerComponent.cs

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A big hecking chemistry-related refactor. (#3055) * A big hecking chemistry-related refactor. Changed SolutionContainerCaps. It now describes "stock" behavior for interacting with solutions that is pre-implemented by SolutionContainerComponent. As such things like syringes do not check it anymore (on themselves) to see "can we remove reagent from ourselves". That's assumed by it... being a syringe. SolutionContainerCaps now has different flags more accurately describing possible reagent interaction behaviors. ISolutionInteractionsComponent is the interface that describes the common behaviors like "what happens when injected with a syringe". This is implemented by SolutionContainerComponent but could be implemented by other classes. One notable example that drove me to making this interface was the /vg/station circuit imprinter which splits reagent poured in into its two reservoir beakers. Having this interface allows us to do this "proxying" behavior hack-free. (the hacks in /vg/ code were somewhat dirty...). PourableComponent has been replaced SolutionTransferComponent. It now describes both give-and-take behavior for the common reagent containers. This is in line with /vg/'s /obj/item/weapon/reagent_containers architecture. "Taking" in this context is ONLY from reagent tanks like fuel tanks. Oh, should I mention that fuel tanks and such have a proper component now? They do. Because of this behavioral change, reagent tanks DO NOT have Pourable anymore. Removing from reagent tanks is now in the hands of the item used on them. Welders and fire extinguishers now have code for removing from them. This sounds bad at first but remember that all have quite unique behavior related to this: Welders cause explosions if lit and can ONLY be fueled at fuel tanks. Extinguishers can be filled at any tank, etc... The code for this is also simpler due to ISolutionInteractionsComponent now so... IAfterInteract now works like IInteractUsing with the Priority levels and "return true to block further handlers" behavior. This was necessary to make extinguishers prioritize taking from tanks over spraying. Explicitly coded interactions like welders refueling also means they refuse instantly to full now, which they didn't before. And it plays the sound. Etc... Probably more stuff I'm forgetting. * Review improvements.
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#nullable enable
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using Content.Server.Administration;
using Content.Server.Eui;
using Content.Server.GameObjects.Components.GUI;
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using Content.Shared.Administration;
using Content.Shared.Chemistry;
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using Content.Shared.Eui;
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using Content.Shared.GameObjects.Components.Chemistry;
A big hecking chemistry-related refactor. (#3055) * A big hecking chemistry-related refactor. Changed SolutionContainerCaps. It now describes "stock" behavior for interacting with solutions that is pre-implemented by SolutionContainerComponent. As such things like syringes do not check it anymore (on themselves) to see "can we remove reagent from ourselves". That's assumed by it... being a syringe. SolutionContainerCaps now has different flags more accurately describing possible reagent interaction behaviors. ISolutionInteractionsComponent is the interface that describes the common behaviors like "what happens when injected with a syringe". This is implemented by SolutionContainerComponent but could be implemented by other classes. One notable example that drove me to making this interface was the /vg/station circuit imprinter which splits reagent poured in into its two reservoir beakers. Having this interface allows us to do this "proxying" behavior hack-free. (the hacks in /vg/ code were somewhat dirty...). PourableComponent has been replaced SolutionTransferComponent. It now describes both give-and-take behavior for the common reagent containers. This is in line with /vg/'s /obj/item/weapon/reagent_containers architecture. "Taking" in this context is ONLY from reagent tanks like fuel tanks. Oh, should I mention that fuel tanks and such have a proper component now? They do. Because of this behavioral change, reagent tanks DO NOT have Pourable anymore. Removing from reagent tanks is now in the hands of the item used on them. Welders and fire extinguishers now have code for removing from them. This sounds bad at first but remember that all have quite unique behavior related to this: Welders cause explosions if lit and can ONLY be fueled at fuel tanks. Extinguishers can be filled at any tank, etc... The code for this is also simpler due to ISolutionInteractionsComponent now so... IAfterInteract now works like IInteractUsing with the Priority levels and "return true to block further handlers" behavior. This was necessary to make extinguishers prioritize taking from tanks over spraying. Explicitly coded interactions like welders refueling also means they refuse instantly to full now, which they didn't before. And it plays the sound. Etc... Probably more stuff I'm forgetting. * Review improvements.
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Content.Shared.GameObjects.Verbs;
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using Robust.Server.Interfaces.GameObjects;
using Robust.Server.Interfaces.Player;
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using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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.Localization;
namespace Content.Server.GameObjects.Components.Chemistry
{
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[RegisterComponent]
[ComponentReference(typeof(SharedSolutionContainerComponent))]
A big hecking chemistry-related refactor. (#3055) * A big hecking chemistry-related refactor. Changed SolutionContainerCaps. It now describes "stock" behavior for interacting with solutions that is pre-implemented by SolutionContainerComponent. As such things like syringes do not check it anymore (on themselves) to see "can we remove reagent from ourselves". That's assumed by it... being a syringe. SolutionContainerCaps now has different flags more accurately describing possible reagent interaction behaviors. ISolutionInteractionsComponent is the interface that describes the common behaviors like "what happens when injected with a syringe". This is implemented by SolutionContainerComponent but could be implemented by other classes. One notable example that drove me to making this interface was the /vg/station circuit imprinter which splits reagent poured in into its two reservoir beakers. Having this interface allows us to do this "proxying" behavior hack-free. (the hacks in /vg/ code were somewhat dirty...). PourableComponent has been replaced SolutionTransferComponent. It now describes both give-and-take behavior for the common reagent containers. This is in line with /vg/'s /obj/item/weapon/reagent_containers architecture. "Taking" in this context is ONLY from reagent tanks like fuel tanks. Oh, should I mention that fuel tanks and such have a proper component now? They do. Because of this behavioral change, reagent tanks DO NOT have Pourable anymore. Removing from reagent tanks is now in the hands of the item used on them. Welders and fire extinguishers now have code for removing from them. This sounds bad at first but remember that all have quite unique behavior related to this: Welders cause explosions if lit and can ONLY be fueled at fuel tanks. Extinguishers can be filled at any tank, etc... The code for this is also simpler due to ISolutionInteractionsComponent now so... IAfterInteract now works like IInteractUsing with the Priority levels and "return true to block further handlers" behavior. This was necessary to make extinguishers prioritize taking from tanks over spraying. Explicitly coded interactions like welders refueling also means they refuse instantly to full now, which they didn't before. And it plays the sound. Etc... Probably more stuff I'm forgetting. * Review improvements.
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[ComponentReference(typeof(ISolutionInteractionsComponent))]
public class SolutionContainerComponent : SharedSolutionContainerComponent
{
}
}