mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-30 16:17:27 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
338 lines
15 KiB
C#
338 lines
15 KiB
C#
using Content.Server.Chemistry.Components;
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using Content.Server.Popups;
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using Content.Server.Storage.EntitySystems;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Chemistry;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Containers.ItemSlots;
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using Content.Shared.Database;
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using Content.Shared.FixedPoint;
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using Content.Shared.Labels.EntitySystems;
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using Content.Shared.Storage;
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using JetBrains.Annotations;
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using Robust.Server.Audio;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.Prototypes;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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namespace Content.Server.Chemistry.EntitySystems
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{
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/// <summary>
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/// Contains all the server-side logic for ChemMasters.
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/// <seealso cref="ChemMasterComponent"/>
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/// </summary>
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[UsedImplicitly]
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public sealed class ChemMasterSystem : EntitySystem
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{
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly AudioSystem _audioSystem = default!;
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[Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!;
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[Dependency] private readonly ItemSlotsSystem _itemSlotsSystem = default!;
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[Dependency] private readonly UserInterfaceSystem _userInterfaceSystem = default!;
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[Dependency] private readonly StorageSystem _storageSystem = default!;
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[Dependency] private readonly LabelSystem _labelSystem = default!;
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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private static readonly EntProtoId PillPrototypeId = "Pill";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ChemMasterComponent, ComponentStartup>(SubscribeUpdateUiState);
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SubscribeLocalEvent<ChemMasterComponent, SolutionContainerChangedEvent>(SubscribeUpdateUiState);
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SubscribeLocalEvent<ChemMasterComponent, EntInsertedIntoContainerMessage>(SubscribeUpdateUiState);
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SubscribeLocalEvent<ChemMasterComponent, EntRemovedFromContainerMessage>(SubscribeUpdateUiState);
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SubscribeLocalEvent<ChemMasterComponent, BoundUIOpenedEvent>(SubscribeUpdateUiState);
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//SubscribeLocalEvent<ChemMasterComponent, ChemMasterSetModeMessage>(OnSetModeMessage); // DeltaV - removed discarding
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SubscribeLocalEvent<ChemMasterComponent, ChemMasterSortingTypeCycleMessage>(OnCycleSortingTypeMessage);
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SubscribeLocalEvent<ChemMasterComponent, ChemMasterSetPillTypeMessage>(OnSetPillTypeMessage);
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SubscribeLocalEvent<ChemMasterComponent, ChemMasterReagentAmountButtonMessage>(OnReagentButtonMessage);
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SubscribeLocalEvent<ChemMasterComponent, ChemMasterCreatePillsMessage>(OnCreatePillsMessage);
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SubscribeLocalEvent<ChemMasterComponent, ChemMasterOutputToBottleMessage>(OnOutputToBottleMessage);
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}
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private void SubscribeUpdateUiState<T>(Entity<ChemMasterComponent> ent, ref T ev)
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{
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UpdateUiState(ent);
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}
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private void UpdateUiState(Entity<ChemMasterComponent> ent, bool updateLabel = false)
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{
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var (owner, chemMaster) = ent;
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if (!_solutionContainerSystem.TryGetSolution(owner, SharedChemMaster.BufferSolutionName, out _, out var bufferSolution))
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return;
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var inputContainer = _itemSlotsSystem.GetItemOrNull(owner, SharedChemMaster.InputSlotName);
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var outputContainer = _itemSlotsSystem.GetItemOrNull(owner, SharedChemMaster.OutputSlotName);
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var bufferReagents = bufferSolution.Contents;
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var bufferCurrentVolume = bufferSolution.Volume;
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var state = new ChemMasterBoundUserInterfaceState(
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chemMaster.SortingType, BuildInputContainerInfo(inputContainer), BuildOutputContainerInfo(outputContainer), // DeltaV - removed mode
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bufferReagents, bufferCurrentVolume, chemMaster.PillType, chemMaster.PillDosageLimit, updateLabel);
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_userInterfaceSystem.SetUiState(owner, ChemMasterUiKey.Key, state);
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}
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/* DeltaV - removed discarding
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private void OnSetModeMessage(Entity<ChemMasterComponent> chemMaster, ref ChemMasterSetModeMessage message)
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{
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// Ensure the mode is valid, either Transfer or Discard.
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if (!Enum.IsDefined(typeof(ChemMasterMode), message.ChemMasterMode))
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return;
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chemMaster.Comp.Mode = message.ChemMasterMode;
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UpdateUiState(chemMaster);
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ClickSound(chemMaster);
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} */
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private void OnCycleSortingTypeMessage(Entity<ChemMasterComponent> chemMaster, ref ChemMasterSortingTypeCycleMessage message)
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{
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chemMaster.Comp.SortingType++;
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if (chemMaster.Comp.SortingType > ChemMasterSortingType.Latest)
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chemMaster.Comp.SortingType = ChemMasterSortingType.None;
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UpdateUiState(chemMaster);
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ClickSound(chemMaster);
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}
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private void OnSetPillTypeMessage(Entity<ChemMasterComponent> chemMaster, ref ChemMasterSetPillTypeMessage message)
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{
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// Ensure valid pill type. There are 20 pills selectable, 0-19.
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if (message.PillType > SharedChemMaster.PillTypes - 1)
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return;
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chemMaster.Comp.PillType = message.PillType;
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UpdateUiState(chemMaster);
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ClickSound(chemMaster);
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}
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private void OnReagentButtonMessage(Entity<ChemMasterComponent> chemMaster, ref ChemMasterReagentAmountButtonMessage message)
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{
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// Ensure the amount corresponds to one of the reagent amount buttons.
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if (!Enum.IsDefined(typeof(ChemMasterReagentAmount), message.Amount))
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return;
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TransferReagents(chemMaster, message.ReagentId, message.Amount.GetFixedPoint(), message.FromBuffer);
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ClickSound(chemMaster);
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}
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private void TransferReagents(Entity<ChemMasterComponent> chemMaster, ReagentId id, FixedPoint2 amount, bool fromBuffer)
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{
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var container = _itemSlotsSystem.GetItemOrNull(chemMaster, SharedChemMaster.InputSlotName);
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if (container is null ||
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!_solutionContainerSystem.TryGetFitsInDispenser(container.Value, out var containerSoln, out var containerSolution) ||
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!_solutionContainerSystem.TryGetSolution(chemMaster.Owner, SharedChemMaster.BufferSolutionName, out _, out var bufferSolution))
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{
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return;
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}
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if (fromBuffer) // Buffer to container
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{
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amount = FixedPoint2.Min(amount, containerSolution.AvailableVolume);
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amount = bufferSolution.RemoveReagent(id, amount, preserveOrder: true);
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_solutionContainerSystem.TryAddReagent(containerSoln.Value, id, amount, out var _);
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}
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else // Container to buffer
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{
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amount = FixedPoint2.Min(amount, containerSolution.GetReagentQuantity(id));
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_solutionContainerSystem.RemoveReagent(containerSoln.Value, id, amount);
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bufferSolution.AddReagent(id, amount);
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}
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UpdateUiState(chemMaster, updateLabel: true);
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}
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private void OnCreatePillsMessage(Entity<ChemMasterComponent> chemMaster, ref ChemMasterCreatePillsMessage message)
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{
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var user = message.Actor;
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var maybeContainer = _itemSlotsSystem.GetItemOrNull(chemMaster, SharedChemMaster.OutputSlotName);
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if (maybeContainer is not { Valid: true } container
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|| !TryComp(container, out StorageComponent? storage))
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{
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return; // output can't fit pills
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}
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// Ensure the number is valid.
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if (message.Number == 0 || !_storageSystem.HasSpace((container, storage)))
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return;
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// Ensure the amount is valid.
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if (message.Dosage == 0 || message.Dosage > chemMaster.Comp.PillDosageLimit)
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return;
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// Ensure label length is within the character limit.
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if (message.Label.Length > SharedChemMaster.LabelMaxLength)
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return;
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var needed = message.Dosage * message.Number;
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if (!WithdrawFromBuffer(chemMaster, needed, user, out var withdrawal))
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return;
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_labelSystem.Label(container, message.Label);
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for (var i = 0; i < message.Number; i++)
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{
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var item = Spawn(PillPrototypeId, Transform(container).Coordinates);
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_storageSystem.Insert(container, item, out _, user: user, storage);
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_labelSystem.Label(item, message.Label);
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_solutionContainerSystem.EnsureSolutionEntity(item, SharedChemMaster.PillSolutionName,out var itemSolution ,message.Dosage);
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if (!itemSolution.HasValue)
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return;
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_solutionContainerSystem.TryAddSolution(itemSolution.Value, withdrawal.SplitSolution(message.Dosage));
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var pill = EnsureComp<PillComponent>(item);
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pill.PillType = chemMaster.Comp.PillType;
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Dirty(item, pill);
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// Log pill creation by a user
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_adminLogger.Add(LogType.Action, LogImpact.Low,
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$"{ToPrettyString(user):user} printed {ToPrettyString(item):pill} {SharedSolutionContainerSystem.ToPrettyString(itemSolution.Value.Comp.Solution)}");
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}
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UpdateUiState(chemMaster);
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ClickSound(chemMaster);
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}
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private void OnOutputToBottleMessage(Entity<ChemMasterComponent> chemMaster, ref ChemMasterOutputToBottleMessage message)
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{
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var user = message.Actor;
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var maybeContainer = _itemSlotsSystem.GetItemOrNull(chemMaster, SharedChemMaster.OutputSlotName);
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if (maybeContainer is not { Valid: true } container
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|| !_solutionContainerSystem.TryGetSolution(container, SharedChemMaster.BottleSolutionName, out var soln, out var solution))
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{
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return; // output can't fit reagents
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}
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// Ensure the amount is valid.
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if (message.Dosage == 0 || message.Dosage > solution.AvailableVolume)
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return;
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// Ensure label length is within the character limit.
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if (message.Label.Length > SharedChemMaster.LabelMaxLength)
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return;
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if (!WithdrawFromBuffer(chemMaster, message.Dosage, user, out var withdrawal))
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return;
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_labelSystem.Label(container, message.Label);
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_solutionContainerSystem.TryAddSolution(soln.Value, withdrawal);
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// Log bottle creation by a user
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_adminLogger.Add(LogType.Action, LogImpact.Low,
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$"{ToPrettyString(user):user} bottled {ToPrettyString(container):bottle} {SharedSolutionContainerSystem.ToPrettyString(solution)}");
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UpdateUiState(chemMaster);
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ClickSound(chemMaster);
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}
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private bool WithdrawFromBuffer(
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Entity<ChemMasterComponent> chemMaster,
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FixedPoint2 neededVolume, EntityUid? user,
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[NotNullWhen(returnValue: true)] out Solution? outputSolution)
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{
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outputSolution = null;
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/* DeltaV - use beaker slot instead of buffer
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if (!_solutionContainerSystem.TryGetSolution(chemMaster.Owner, SharedChemMaster.BufferSolutionName, out _, out var solution))
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{
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return false;
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}
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*/
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// Begin DeltaV Additions - Use beaker slot instead of buffer
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var container = _itemSlotsSystem.GetItemOrNull(chemMaster, SharedChemMaster.InputSlotName);
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if (container is null ||
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!_solutionContainerSystem.TryGetFitsInDispenser(container.Value, out var containerSoln, out var solution))
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{
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return false;
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}
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// End DeltaV Additions
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if (solution.Volume == 0)
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{
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if (user.HasValue)
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_popupSystem.PopupCursor(Loc.GetString("chem-master-window-buffer-empty-text"), user.Value);
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return false;
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}
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// ReSharper disable once InvertIf
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if (neededVolume > solution.Volume)
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{
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if (user.HasValue)
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_popupSystem.PopupCursor(Loc.GetString("chem-master-window-buffer-low-text"), user.Value);
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return false;
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}
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outputSolution = solution.SplitSolution(neededVolume);
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_solutionContainerSystem.UpdateChemicals(containerSoln.Value); // DeltaV
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return true;
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}
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private void ClickSound(Entity<ChemMasterComponent> chemMaster)
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{
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_audioSystem.PlayPvs(chemMaster.Comp.ClickSound, chemMaster, AudioParams.Default.WithVolume(-2f));
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}
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private ContainerInfo? BuildInputContainerInfo(EntityUid? container)
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{
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if (container is not { Valid: true })
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return null;
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if (!TryComp(container, out FitsInDispenserComponent? fits)
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|| !_solutionContainerSystem.TryGetSolution(container.Value, fits.Solution, out _, out var solution))
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{
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return null;
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}
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return BuildContainerInfo(Name(container.Value), solution);
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}
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private ContainerInfo? BuildOutputContainerInfo(EntityUid? container)
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{
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if (container is not { Valid: true })
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return null;
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var name = Name(container.Value);
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{
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if (_solutionContainerSystem.TryGetSolution(
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container.Value, SharedChemMaster.BottleSolutionName, out _, out var solution))
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|
{
|
|
return BuildContainerInfo(name, solution);
|
|
}
|
|
}
|
|
|
|
if (!TryComp(container, out StorageComponent? storage))
|
|
return null;
|
|
|
|
var pills = storage.Container.ContainedEntities.Select((Func<EntityUid, (string, FixedPoint2 quantity)>) (pill =>
|
|
{
|
|
_solutionContainerSystem.TryGetSolution(pill, SharedChemMaster.PillSolutionName, out _, out var solution);
|
|
var quantity = solution?.Volume ?? FixedPoint2.Zero;
|
|
return (Name(pill), quantity);
|
|
})).ToList();
|
|
|
|
return new ContainerInfo(name, _storageSystem.GetCumulativeItemAreas((container.Value, storage)), storage.Grid.GetArea())
|
|
{
|
|
Entities = pills
|
|
};
|
|
}
|
|
|
|
private static ContainerInfo BuildContainerInfo(string name, Solution solution)
|
|
{
|
|
return new ContainerInfo(name, solution.Volume, solution.MaxVolume)
|
|
{
|
|
Reagents = solution.Contents
|
|
};
|
|
}
|
|
}
|
|
}
|