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

245 lines
8.8 KiB
C#
Raw Normal View History

#nullable enable
using System;
Bodysystem and damagesystem rework (#1544) * Things and stuff with grids, unfinished w/ code debug changes. * Updated submodule and also lost some progress cause I fucked it up xd * First unfinished draft of the BodySystem. Doesn't compile. * More changes to make it compile, but still just a framework. Doesn't do anything at the moment. * Many cleanup changes. * Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system" This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing changes made to 12d0dd752706bdda8879393bd8191a1199a0c978. * Commit human.yml * Updated a lot of things to be more classy, more progress overall, etc. etc. * Latest update with many changes * Minor changes * Fixed Travis build bug * Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :) * Commit rest of stuff * Latest changes * Latest changes again * 14 naked cowboys * Yay! * Latest changes (probably doesnt compile) * Surgery!!!!!!!!!~1116y * Cleaned some stuff up * More cleanup * Refactoring of code. Basic surgery path now done. * Removed readme, has been added to HackMD * Fixes typo (and thus test errors) * WIP changes, committing so I can pull latest master changes * Still working on that god awful merge * Latest changes * Latest changes!! * Beginning of refactor to BoundUserInterface * Surgery! * Latest changes - fixes pr change requests and random fixes * oops * Fixes bodypart recursion * Beginning of work on revamping the damage system. * More latest changes * Latest changes * Finished merge * Commit before removing old healthcode * Almost done with removing speciescomponent... * It compiles!!! * yahoo more work * Fixes to make it work * Merge conflict fixes * Deleting species visualizer was a mistake * IDE warnings are VERBOTEN * makes the server not kill itself on startup, some cleanup (#1) * Namespaces, comments and exception fixes * Fix conveyor and conveyor switch serialization SS14 in reactive when * Move damage, acts and body to shared Damage cleanup Comment cleanup * Rename SpeciesComponent to RotationComponent and cleanup Damage cleanup Comment cleanup * Fix nullable warnings * Address old reviews Fix off welder suicide damage type, deathmatch and suspicion * Fix new test fail with units being able to accept items when unpowered * Remove RotationComponent, change references to IBodyManagerComponent * Add a bloodstream to humans * More cleanups * Add body conduits, connections, connectors substances and valves * Revert "Add body conduits, connections, connectors substances and valves" This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20. * Implement the heart mechanism behavior with the circulatory network * Added network property to mechanism behaviors * Changed human organ sprites and added missing ones * Fix tests * Add individual body part sprite rendering * Fix error where dropped mechanisms are not initialized * Implement client/server body damage * Make DamageContainer take care of raising events * Reimplement medical scanner with the new body system * Improve the medical scanner ui * Merge conflict fixes * Fix crash when colliding with something * Fix microwave suicides and eyes sprite rendering * Fix nullable reference error * Fix up surgery client side * Fix missing using from merge conflict * Add breathing *inhale * Merge conflict fixes * Fix accumulatedframetime being reset to 0 instead of decreased by the threshold https://github.com/space-wizards/space-station-14/pull/1617 * Use and add to the new AtmosHelpers * Fix feet * Add proper coloring to dropped body parts * Fix Urist's lungs being too strong * Merge conflict fixes * Merge conflict fixes * Merge conflict fixes Co-authored-by: GlassEclipse <tsymall5@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
2020-08-17 01:42:42 +02:00
using Content.Server.GameObjects.Components.Body.Circulatory;
using Content.Shared.Chemistry;
using Content.Shared.GameObjects.Components.Chemistry;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Content.Shared.Utility;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Chemistry
{
/// <summary>
/// Server behavior for reagent injectors and syringes. Can optionally support both
/// injection and drawing or just injection. Can inject/draw reagents from solution
/// containers, and can directly inject into a mobs bloodstream.
/// </summary>
[RegisterComponent]
2020-05-23 17:23:25 +02:00
public class InjectorComponent : SharedInjectorComponent, IAfterInteract, IUse
{
/// <summary>
/// Whether or not the injector is able to draw from containers or if it's a single use
/// device that can only inject.
/// </summary>
[ViewVariables]
private bool _injectOnly;
/// <summary>
/// Amount to inject or draw on each usage. If the injector is inject only, it will
/// attempt to inject it's entire contents upon use.
/// </summary>
[ViewVariables]
2020-04-05 11:36:12 +02:00
private ReagentUnit _transferAmount;
/// <summary>
/// Initial storage volume of the injector
/// </summary>
[ViewVariables]
2020-04-05 11:36:12 +02:00
private ReagentUnit _initialMaxVolume;
/// <summary>
/// The state of the injector. Determines it's attack behavior. Containers must have the
/// right SolutionCaps to support injection/drawing. For InjectOnly injectors this should
/// only ever be set to Inject
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
private InjectorToggleMode _toggleState;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _injectOnly, "injectOnly", false);
2020-04-05 11:36:12 +02:00
serializer.DataField(ref _initialMaxVolume, "initialMaxVolume", ReagentUnit.New(15));
serializer.DataField(ref _transferAmount, "transferAmount", ReagentUnit.New(5));
}
protected override void Startup()
{
base.Startup();
Owner.EnsureComponent<SolutionComponent>();
if (Owner.TryGetComponent(out SolutionComponent? solution))
{
solution.Capabilities |= SolutionCaps.Injector;
}
// Set _toggleState based on prototype
_toggleState = _injectOnly ? InjectorToggleMode.Inject : InjectorToggleMode.Draw;
}
/// <summary>
/// Toggle between draw/inject state if applicable
/// </summary>
private void Toggle(IEntity user)
{
if (_injectOnly)
{
return;
}
string msg;
switch (_toggleState)
{
case InjectorToggleMode.Inject:
_toggleState = InjectorToggleMode.Draw;
msg = "Now drawing";
break;
case InjectorToggleMode.Draw:
_toggleState = InjectorToggleMode.Inject;
msg = "Now injecting";
break;
default:
throw new ArgumentOutOfRangeException();
}
Owner.PopupMessage(user, Loc.GetString(msg));
Dirty();
}
/// <summary>
/// Called when clicking on entities while holding in active hand
/// </summary>
/// <param name="eventArgs"></param>
2020-05-23 17:23:25 +02:00
void IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
{
if (!eventArgs.InRangeUnobstructed(ignoreInsideBlocker: true, popup: true)) return;
//Make sure we have the attacking entity
if (eventArgs.Target == null || !Owner.TryGetComponent(out SolutionComponent? solution) || !solution.Injector)
{
return;
}
2020-05-23 17:23:25 +02:00
var targetEntity = eventArgs.Target;
//Handle injecting/drawing for solutions
if (targetEntity.TryGetComponent<SolutionComponent>(out var targetSolution) && targetSolution.Injectable)
{
if (_toggleState == InjectorToggleMode.Inject)
{
TryInject(targetSolution, eventArgs.User);
}
else if (_toggleState == InjectorToggleMode.Draw)
{
TryDraw(targetSolution, eventArgs.User);
}
}
else //Handle injecting into bloodstream
{
if (targetEntity.TryGetComponent(out BloodstreamComponent? bloodstream) &&
Bodysystem and damagesystem rework (#1544) * Things and stuff with grids, unfinished w/ code debug changes. * Updated submodule and also lost some progress cause I fucked it up xd * First unfinished draft of the BodySystem. Doesn't compile. * More changes to make it compile, but still just a framework. Doesn't do anything at the moment. * Many cleanup changes. * Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system" This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing changes made to 12d0dd752706bdda8879393bd8191a1199a0c978. * Commit human.yml * Updated a lot of things to be more classy, more progress overall, etc. etc. * Latest update with many changes * Minor changes * Fixed Travis build bug * Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :) * Commit rest of stuff * Latest changes * Latest changes again * 14 naked cowboys * Yay! * Latest changes (probably doesnt compile) * Surgery!!!!!!!!!~1116y * Cleaned some stuff up * More cleanup * Refactoring of code. Basic surgery path now done. * Removed readme, has been added to HackMD * Fixes typo (and thus test errors) * WIP changes, committing so I can pull latest master changes * Still working on that god awful merge * Latest changes * Latest changes!! * Beginning of refactor to BoundUserInterface * Surgery! * Latest changes - fixes pr change requests and random fixes * oops * Fixes bodypart recursion * Beginning of work on revamping the damage system. * More latest changes * Latest changes * Finished merge * Commit before removing old healthcode * Almost done with removing speciescomponent... * It compiles!!! * yahoo more work * Fixes to make it work * Merge conflict fixes * Deleting species visualizer was a mistake * IDE warnings are VERBOTEN * makes the server not kill itself on startup, some cleanup (#1) * Namespaces, comments and exception fixes * Fix conveyor and conveyor switch serialization SS14 in reactive when * Move damage, acts and body to shared Damage cleanup Comment cleanup * Rename SpeciesComponent to RotationComponent and cleanup Damage cleanup Comment cleanup * Fix nullable warnings * Address old reviews Fix off welder suicide damage type, deathmatch and suspicion * Fix new test fail with units being able to accept items when unpowered * Remove RotationComponent, change references to IBodyManagerComponent * Add a bloodstream to humans * More cleanups * Add body conduits, connections, connectors substances and valves * Revert "Add body conduits, connections, connectors substances and valves" This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20. * Implement the heart mechanism behavior with the circulatory network * Added network property to mechanism behaviors * Changed human organ sprites and added missing ones * Fix tests * Add individual body part sprite rendering * Fix error where dropped mechanisms are not initialized * Implement client/server body damage * Make DamageContainer take care of raising events * Reimplement medical scanner with the new body system * Improve the medical scanner ui * Merge conflict fixes * Fix crash when colliding with something * Fix microwave suicides and eyes sprite rendering * Fix nullable reference error * Fix up surgery client side * Fix missing using from merge conflict * Add breathing *inhale * Merge conflict fixes * Fix accumulatedframetime being reset to 0 instead of decreased by the threshold https://github.com/space-wizards/space-station-14/pull/1617 * Use and add to the new AtmosHelpers * Fix feet * Add proper coloring to dropped body parts * Fix Urist's lungs being too strong * Merge conflict fixes * Merge conflict fixes * Merge conflict fixes Co-authored-by: GlassEclipse <tsymall5@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
2020-08-17 01:42:42 +02:00
_toggleState == InjectorToggleMode.Inject)
{
TryInjectIntoBloodstream(bloodstream, eventArgs.User);
}
}
}
/// <summary>
/// Called when use key is pressed when held in active hand
/// </summary>
/// <param name="eventArgs"></param>
/// <returns></returns>
bool IUse.UseEntity(UseEntityEventArgs eventArgs)
{
Toggle(eventArgs.User);
return true;
}
private void TryInjectIntoBloodstream(BloodstreamComponent targetBloodstream, IEntity user)
{
if (!Owner.TryGetComponent(out SolutionComponent? solution) ||
solution.CurrentVolume == 0)
{
return;
}
//Get transfer amount. May be smaller than _transferAmount if not enough room
2020-04-05 11:36:12 +02:00
var realTransferAmount = ReagentUnit.Min(_transferAmount, targetBloodstream.EmptyVolume);
if (realTransferAmount <= 0)
{
Owner.PopupMessage(user, Loc.GetString("Container full."));
return;
}
//Move units from attackSolution to targetSolution
var removedSolution = solution.SplitSolution(realTransferAmount);
if (!targetBloodstream.TryTransferSolution(removedSolution))
{
return;
}
Owner.PopupMessage(user, Loc.GetString("Injected {0}u", removedSolution.TotalVolume));
Dirty();
}
private void TryInject(SolutionComponent targetSolution, IEntity user)
{
if (!Owner.TryGetComponent(out SolutionComponent? solution) ||
solution.CurrentVolume == 0)
{
return;
}
//Get transfer amount. May be smaller than _transferAmount if not enough room
2020-04-05 11:36:12 +02:00
var realTransferAmount = ReagentUnit.Min(_transferAmount, targetSolution.EmptyVolume);
if (realTransferAmount <= 0)
{
Owner.PopupMessage(user, Loc.GetString("Container full."));
return;
}
//Move units from attackSolution to targetSolution
var removedSolution = solution.SplitSolution(realTransferAmount);
if (!targetSolution.TryAddSolution(removedSolution))
{
return;
}
Owner.PopupMessage(user, Loc.GetString("Injected {0}u", removedSolution.TotalVolume));
Dirty();
}
private void TryDraw(SolutionComponent targetSolution, IEntity user)
{
if (!Owner.TryGetComponent(out SolutionComponent? solution) ||
solution.EmptyVolume == 0)
{
return;
}
//Get transfer amount. May be smaller than _transferAmount if not enough room
2020-04-05 11:36:12 +02:00
var realTransferAmount = ReagentUnit.Min(_transferAmount, targetSolution.CurrentVolume);
if (realTransferAmount <= 0)
{
Owner.PopupMessage(user, Loc.GetString("Container empty"));
return;
}
//Move units from attackSolution to targetSolution
var removedSolution = targetSolution.SplitSolution(realTransferAmount);
if (!solution.TryAddSolution(removedSolution))
{
return;
}
Owner.PopupMessage(user, Loc.GetString("Drew {0}u", removedSolution.TotalVolume));
Dirty();
}
public override ComponentState GetComponentState()
{
Owner.TryGetComponent(out SolutionComponent? solution);
var currentVolume = solution?.CurrentVolume ?? ReagentUnit.Zero;
var maxVolume = solution?.MaxVolume ?? ReagentUnit.Zero;
return new InjectorComponentState(currentVolume, maxVolume, _toggleState);
}
}
}