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crystall-punk-14/Content.Server/GameObjects/Components/Interactable/WelderComponent.cs

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#nullable enable
using System;
using System.Threading.Tasks;
using Content.Server.Atmos;
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.Server.Explosions;
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using Content.Server.GameObjects.Components.Chemistry;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.Interfaces.Chat;
using Content.Server.Interfaces.GameObjects;
using Content.Server.Utility;
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using Content.Shared.Chemistry;
using Content.Shared.GameObjects;
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.Components.Chemistry;
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using Content.Shared.GameObjects.Components.Interactable;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Interactable
{
[RegisterComponent]
[ComponentReference(typeof(ToolComponent))]
[ComponentReference(typeof(IToolComponent))]
[ComponentReference(typeof(IHotItem))]
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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public class WelderComponent : ToolComponent, IExamine, IUse, ISuicideAct, ISolutionChange, IHotItem, IAfterInteract
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{
[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
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public override string Name => "Welder";
public override uint? NetID => ContentNetIDs.WELDER;
/// <summary>
/// Default Cost of using the welder fuel for an action
/// </summary>
public const float DefaultFuelCost = 10;
/// <summary>
/// Rate at which we expunge fuel from ourselves when activated
/// </summary>
public const float FuelLossRate = 0.5f;
private bool _welderLit;
private WelderSystem _welderSystem = default!;
private SpriteComponent? _spriteComponent;
private SolutionContainerComponent? _solutionComponent;
private PointLightComponent? _pointLightComponent;
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public string? WeldSoundCollection { get; set; }
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[ViewVariables]
public float Fuel => _solutionComponent?.Solution?.GetReagentQuantity("chem.WeldingFuel").Float() ?? 0f;
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[ViewVariables]
public float FuelCapacity => _solutionComponent?.MaxVolume.Float() ?? 0f;
/// <summary>
/// Status of welder, whether it is ignited
/// </summary>
[ViewVariables]
public bool WelderLit
{
get => _welderLit;
private set
{
_welderLit = value;
Dirty();
}
}
bool IHotItem.IsCurrentlyHot()
{
return WelderLit;
}
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public override void Initialize()
{
base.Initialize();
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AddQuality(ToolQuality.Welding);
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_welderSystem = _entitySystemManager.GetEntitySystem<WelderSystem>();
Owner.TryGetComponent(out _solutionComponent);
Owner.TryGetComponent(out _spriteComponent);
Owner.TryGetComponent(out _pointLightComponent);
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}
public override void ExposeData(ObjectSerializer serializer)
{
serializer.DataField(this, collection => WeldSoundCollection, "weldSoundCollection", string.Empty);
}
public override ComponentState GetComponentState(ICommonSession player)
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{
return new WelderComponentState(FuelCapacity, Fuel, WelderLit);
}
public override async Task<bool> UseTool(IEntity user, IEntity target, float doAfterDelay, ToolQuality toolQualityNeeded, Func<bool>? doAfterCheck = null)
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{
bool ExtraCheck()
{
var extraCheck = doAfterCheck?.Invoke() ?? true;
if (!CanWeld(DefaultFuelCost))
{
target.PopupMessage(user, "Can't weld!");
return false;
}
return extraCheck;
}
var canUse = await base.UseTool(user, target, doAfterDelay, toolQualityNeeded, ExtraCheck);
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return toolQualityNeeded.HasFlag(ToolQuality.Welding) ? canUse && TryWeld(DefaultFuelCost, user) : canUse;
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}
public async Task<bool> UseTool(IEntity user, IEntity target, float doAfterDelay, ToolQuality toolQualityNeeded, float fuelConsumed, Func<bool>? doAfterCheck = null)
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{
bool ExtraCheck()
{
var extraCheck = doAfterCheck?.Invoke() ?? true;
return extraCheck && CanWeld(fuelConsumed);
}
return await base.UseTool(user, target, doAfterDelay, toolQualityNeeded, ExtraCheck) && TryWeld(fuelConsumed, user);
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}
private bool TryWeld(float value, IEntity? user = null, bool silent = false)
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{
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if (!WelderLit)
{
if(!silent) Owner.PopupMessage(user, Loc.GetString("The welder is turned off!"));
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return false;
}
if (!CanWeld(value))
{
if(!silent) Owner.PopupMessage(user, Loc.GetString("The welder does not have enough fuel for that!"));
return false;
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}
if (_solutionComponent == null)
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return false;
bool succeeded = _solutionComponent.TryRemoveReagent("chem.WeldingFuel", ReagentUnit.New(value));
if (succeeded && !silent)
{
PlaySoundCollection(WeldSoundCollection);
}
return succeeded;
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}
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private bool CanWeld(float value)
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{
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return Fuel > value || Qualities != ToolQuality.Welding;
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}
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private bool CanLitWelder()
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{
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return Fuel > 0 || Qualities != ToolQuality.Welding;
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}
/// <summary>
/// Deactivates welding tool if active, activates welding tool if possible
/// </summary>
private bool ToggleWelderStatus(IEntity? user = null)
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{
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var item = Owner.GetComponent<ItemComponent>();
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if (WelderLit)
{
WelderLit = false;
// Layer 1 is the flame.
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item.EquippedPrefix = "off";
_spriteComponent?.LayerSetVisible(1, false);
if (_pointLightComponent != null) _pointLightComponent.Enabled = false;
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PlaySoundCollection("WelderOff", -5);
_welderSystem.Unsubscribe(this);
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return true;
}
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if (!CanLitWelder())
{
Owner.PopupMessage(user, Loc.GetString("The welder has no fuel left!"));
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return false;
}
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WelderLit = true;
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item.EquippedPrefix = "on";
_spriteComponent?.LayerSetVisible(1, true);
if (_pointLightComponent != null) _pointLightComponent.Enabled = true;
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PlaySoundCollection("WelderOn", -5);
_welderSystem.Subscribe(this);
Owner.Transform.Coordinates
.GetTileAtmosphere()?.HotspotExpose(700f, 50f, true);
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return true;
}
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bool IUse.UseEntity(UseEntityEventArgs eventArgs)
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{
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return ToggleWelderStatus(eventArgs.User);
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}
public void Examine(FormattedMessage message, bool inDetailsRange)
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{
if (WelderLit)
{
message.AddMarkup(Loc.GetString("[color=orange]Lit[/color]\n"));
}
else
{
message.AddText(Loc.GetString("Not lit\n"));
}
if (inDetailsRange)
{
message.AddMarkup(Loc.GetString("Fuel: [color={0}]{1}/{2}[/color].",
Fuel < FuelCapacity / 4f ? "darkorange" : "orange", Math.Round(Fuel), FuelCapacity));
}
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}
protected override void Shutdown()
{
base.Shutdown();
_welderSystem.Unsubscribe(this);
}
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public void OnUpdate(float frameTime)
{
if (!HasQuality(ToolQuality.Welding) || !WelderLit || Owner.Deleted)
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return;
_solutionComponent?.TryRemoveReagent("chem.WeldingFuel", ReagentUnit.New(FuelLossRate * frameTime));
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Owner.Transform.Coordinates
.GetTileAtmosphere()?.HotspotExpose(700f, 50f, true);
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if (Fuel == 0)
ToggleWelderStatus();
}
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SuicideKind ISuicideAct.Suicide(IEntity victim, IChatManager chat)
{
string othersMessage;
string selfMessage;
if (TryWeld(5, victim, silent: true))
{
PlaySoundCollection(WeldSoundCollection);
othersMessage =
Loc.GetString(
"{0:theName} welds {0:their} every orifice closed! It looks like {0:theyre} trying to commit suicide!",
victim);
victim.PopupMessageOtherClients(othersMessage);
selfMessage = Loc.GetString("You weld your every orifice closed!");
victim.PopupMessage(selfMessage);
return SuicideKind.Heat;
}
Bodysystem and damagesystem rework (#1544) * Things and stuff with grids, unfinished w/ code debug changes. * Updated submodule and also lost some progress cause I fucked it up xd * First unfinished draft of the BodySystem. Doesn't compile. * More changes to make it compile, but still just a framework. Doesn't do anything at the moment. * Many cleanup changes. * Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system" This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing changes made to 12d0dd752706bdda8879393bd8191a1199a0c978. * Commit human.yml * Updated a lot of things to be more classy, more progress overall, etc. etc. * Latest update with many changes * Minor changes * Fixed Travis build bug * Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :) * Commit rest of stuff * Latest changes * Latest changes again * 14 naked cowboys * Yay! * Latest changes (probably doesnt compile) * Surgery!!!!!!!!!~1116y * Cleaned some stuff up * More cleanup * Refactoring of code. Basic surgery path now done. * Removed readme, has been added to HackMD * Fixes typo (and thus test errors) * WIP changes, committing so I can pull latest master changes * Still working on that god awful merge * Latest changes * Latest changes!! * Beginning of refactor to BoundUserInterface * Surgery! * Latest changes - fixes pr change requests and random fixes * oops * Fixes bodypart recursion * Beginning of work on revamping the damage system. * More latest changes * Latest changes * Finished merge * Commit before removing old healthcode * Almost done with removing speciescomponent... * It compiles!!! * yahoo more work * Fixes to make it work * Merge conflict fixes * Deleting species visualizer was a mistake * IDE warnings are VERBOTEN * makes the server not kill itself on startup, some cleanup (#1) * Namespaces, comments and exception fixes * Fix conveyor and conveyor switch serialization SS14 in reactive when * Move damage, acts and body to shared Damage cleanup Comment cleanup * Rename SpeciesComponent to RotationComponent and cleanup Damage cleanup Comment cleanup * Fix nullable warnings * Address old reviews Fix off welder suicide damage type, deathmatch and suspicion * Fix new test fail with units being able to accept items when unpowered * Remove RotationComponent, change references to IBodyManagerComponent * Add a bloodstream to humans * More cleanups * Add body conduits, connections, connectors substances and valves * Revert "Add body conduits, connections, connectors substances and valves" This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20. * Implement the heart mechanism behavior with the circulatory network * Added network property to mechanism behaviors * Changed human organ sprites and added missing ones * Fix tests * Add individual body part sprite rendering * Fix error where dropped mechanisms are not initialized * Implement client/server body damage * Make DamageContainer take care of raising events * Reimplement medical scanner with the new body system * Improve the medical scanner ui * Merge conflict fixes * Fix crash when colliding with something * Fix microwave suicides and eyes sprite rendering * Fix nullable reference error * Fix up surgery client side * Fix missing using from merge conflict * Add breathing *inhale * Merge conflict fixes * Fix accumulatedframetime being reset to 0 instead of decreased by the threshold https://github.com/space-wizards/space-station-14/pull/1617 * Use and add to the new AtmosHelpers * Fix feet * Add proper coloring to dropped body parts * Fix Urist's lungs being too strong * Merge conflict fixes * Merge conflict fixes * Merge conflict fixes Co-authored-by: GlassEclipse <tsymall5@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
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othersMessage = Loc.GetString("{0:theName} bashes themselves with the unlit welding torch!", victim);
victim.PopupMessageOtherClients(othersMessage);
selfMessage = Loc.GetString("You bash yourself with the unlit welding torch!");
victim.PopupMessage(selfMessage);
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>
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return SuicideKind.Blunt;
}
public void SolutionChanged(SolutionChangeEventArgs eventArgs)
{
Dirty();
}
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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async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
{
if (eventArgs.Target == null || !eventArgs.CanReach)
{
return false;
}
if (eventArgs.Target.TryGetComponent(out ReagentTankComponent? tank)
&& tank.TankType == ReagentTankType.Fuel
&& eventArgs.Target.TryGetComponent(out ISolutionInteractionsComponent? targetSolution)
&& targetSolution.CanDrain
&& _solutionComponent != null)
{
if (WelderLit)
{
// Oh no no
eventArgs.Target.SpawnExplosion();
return true;
}
var trans = ReagentUnit.Min(_solutionComponent.EmptyVolume, targetSolution.DrainAvailable);
if (trans > 0)
{
var drained = targetSolution.Drain(trans);
_solutionComponent.TryAddSolution(drained);
EntitySystem.Get<AudioSystem>().PlayFromEntity("/Audio/Effects/refill.ogg", Owner);
eventArgs.Target.PopupMessage(eventArgs.User, Loc.GetString("Welder refueled"));
}
}
return true;
}
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}
}