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OldThink/Content.Server/Tools/ToolSystem.Welder.cs

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using System.Linq;
using Content.Server.Chemistry.Components;
using Content.Server.Chemistry.Components.SolutionManager;
using Content.Server.Chemistry.EntitySystems;
using Content.Server.Tools.Components;
using Content.Server.Weapon.Melee;
using Content.Shared.Audio;
using Content.Shared.Examine;
using Content.Shared.FixedPoint;
using Content.Shared.Interaction;
get that crap outta here (completely rewrites inventorysystem) (#5807) * some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable:tm: * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge:tm: * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
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using Content.Shared.Item;
using Content.Shared.Popups;
using Content.Shared.Temperature;
using Content.Shared.Tools.Components;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Player;
namespace Content.Server.Tools
{
public sealed partial class ToolSystem
{
private readonly HashSet<EntityUid> _activeWelders = new();
private const float WelderUpdateTimer = 1f;
private float _welderTimer = 0f;
public void InitializeWelders()
{
SubscribeLocalEvent<WelderComponent, ComponentStartup>(OnWelderStartup);
SubscribeLocalEvent<WelderComponent, IsHotEvent>(OnWelderIsHotEvent);
SubscribeLocalEvent<WelderComponent, ExaminedEvent>(OnWelderExamine);
SubscribeLocalEvent<WelderComponent, SolutionChangedEvent>(OnWelderSolutionChange);
SubscribeLocalEvent<WelderComponent, ActivateInWorldEvent>(OnWelderActivate);
SubscribeLocalEvent<WelderComponent, AfterInteractEvent>(OnWelderAfterInteract);
SubscribeLocalEvent<WelderComponent, ToolUseAttemptEvent>(OnWelderToolUseAttempt);
SubscribeLocalEvent<WelderComponent, ToolUseFinishAttemptEvent>(OnWelderToolUseFinishAttempt);
SubscribeLocalEvent<WelderComponent, ComponentShutdown>(OnWelderShutdown);
SubscribeLocalEvent<WelderComponent, ComponentGetState>(OnWelderGetState);
SubscribeLocalEvent<WelderComponent, MeleeHitEvent>(OnMeleeHit);
}
private void OnMeleeHit(EntityUid uid, WelderComponent component, MeleeHitEvent args)
{
if (!args.Handled && component.Lit)
args.BonusDamage += component.LitMeleeDamageBonus;
}
public (FixedPoint2 fuel, FixedPoint2 capacity) GetWelderFuelAndCapacity(EntityUid uid, WelderComponent? welder = null, SolutionContainerManagerComponent? solutionContainer = null)
{
if (!Resolve(uid, ref welder, ref solutionContainer)
|| !_solutionContainerSystem.TryGetSolution(uid, welder.FuelSolution, out var fuelSolution, solutionContainer))
return (FixedPoint2.Zero, FixedPoint2.Zero);
return (_solutionContainerSystem.GetReagentQuantity(uid, welder.FuelReagent), fuelSolution.MaxVolume);
}
public bool TryToggleWelder(EntityUid uid, EntityUid? user,
WelderComponent? welder = null,
SolutionContainerManagerComponent? solutionContainer = null,
get that crap outta here (completely rewrites inventorysystem) (#5807) * some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable:tm: * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge:tm: * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
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SharedItemComponent? item = null,
PointLightComponent? light = null,
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AppearanceComponent? appearance = null)
{
// Right now, we only need the welder.
// So let's not unnecessarily resolve components
if (!Resolve(uid, ref welder))
return false;
return !welder.Lit
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? TryTurnWelderOn(uid, user, welder, solutionContainer, item, light, appearance)
: TryTurnWelderOff(uid, user, welder, item, light, appearance);
}
public bool TryTurnWelderOn(EntityUid uid, EntityUid? user,
WelderComponent? welder = null,
SolutionContainerManagerComponent? solutionContainer = null,
get that crap outta here (completely rewrites inventorysystem) (#5807) * some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable:tm: * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge:tm: * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
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SharedItemComponent? item = null,
PointLightComponent? light = null,
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AppearanceComponent? appearance = null)
{
if (!Resolve(uid, ref welder, ref solutionContainer))
return false;
// Optional components.
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Resolve(uid, ref item, ref light, ref appearance, false);
if (!_solutionContainerSystem.TryGetSolution(uid, welder.FuelSolution, out var solution, solutionContainer))
return false;
var fuel = solution.GetReagentQuantity(welder.FuelReagent);
// Not enough fuel to lit welder.
if (fuel == FixedPoint2.Zero || fuel < welder.FuelLitCost)
{
if(user != null)
_popupSystem.PopupEntity(Loc.GetString("welder-component-no-fuel-message"), uid, Filter.Entities(user.Value));
return false;
}
solution.RemoveReagent(welder.FuelReagent, welder.FuelLitCost);
welder.Lit = true;
if(item != null)
item.EquippedPrefix = "on";
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appearance?.SetData(WelderVisuals.Lit, true);
if (light != null)
light.Enabled = true;
SoundSystem.Play(welder.WelderOnSounds.GetSound(), Filter.Pvs(uid), uid, AudioHelpers.WithVariation(0.125f).WithVolume(-5f));
// TODO: Use TransformComponent directly.
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_atmosphereSystem.HotspotExpose(EntityManager.GetComponent<TransformComponent>(welder.Owner).Coordinates, 700, 50, true);
welder.Dirty();
_activeWelders.Add(uid);
return true;
}
public bool TryTurnWelderOff(EntityUid uid, EntityUid? user,
WelderComponent? welder = null,
get that crap outta here (completely rewrites inventorysystem) (#5807) * some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable:tm: * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge:tm: * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
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SharedItemComponent? item = null,
PointLightComponent? light = null,
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AppearanceComponent? appearance = null)
{
if (!Resolve(uid, ref welder))
return false;
// Optional components.
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Resolve(uid, ref item, ref light, ref appearance, false);
welder.Lit = false;
// TODO: Make all this use visualizers.
if (item != null)
item.EquippedPrefix = "off";
// Layer 1 is the flame.
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appearance?.SetData(WelderVisuals.Lit, false);
if (light != null)
light.Enabled = false;
SoundSystem.Play(welder.WelderOffSounds.GetSound(), Filter.Pvs(uid), uid, AudioHelpers.WithVariation(0.125f).WithVolume(-5f));
welder.Dirty();
_activeWelders.Remove(uid);
return true;
}
private void OnWelderStartup(EntityUid uid, WelderComponent component, ComponentStartup args)
{
component.Dirty();
}
private void OnWelderIsHotEvent(EntityUid uid, WelderComponent welder, IsHotEvent args)
{
args.IsHot = welder.Lit;
}
private void OnWelderExamine(EntityUid uid, WelderComponent welder, ExaminedEvent args)
{
if (welder.Lit)
{
args.PushMarkup(Loc.GetString("welder-component-on-examine-welder-lit-message"));
}
else
{
args.PushMarkup(Loc.GetString("welder-component-on-examine-welder-not-lit-message"));
}
if (args.IsInDetailsRange)
{
var (fuel, capacity) = GetWelderFuelAndCapacity(uid, welder);
args.PushMarkup(Loc.GetString("welder-component-on-examine-detailed-message",
("colorName", fuel < capacity / FixedPoint2.New(4f) ? "darkorange" : "orange"),
("fuelLeft", fuel),
("fuelCapacity", capacity),
("status", string.Empty))); // Lit status is handled above
}
}
private void OnWelderSolutionChange(EntityUid uid, WelderComponent welder, SolutionChangedEvent args)
{
welder.Dirty();
}
private void OnWelderActivate(EntityUid uid, WelderComponent welder, ActivateInWorldEvent args)
{
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args.Handled = TryToggleWelder(uid, args.User, welder);
}
private void OnWelderAfterInteract(EntityUid uid, WelderComponent welder, AfterInteractEvent args)
{
if (args.Handled)
return;
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if (args.Target is not {Valid: true} target || !args.CanReach)
return;
// TODO: Clean up this inherited oldcode.
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if (EntityManager.TryGetComponent(target, out ReagentTankComponent? tank)
&& tank.TankType == ReagentTankType.Fuel
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&& _solutionContainerSystem.TryGetDrainableSolution(target, out var targetSolution)
&& _solutionContainerSystem.TryGetSolution(uid, welder.FuelSolution, out var welderSolution))
{
var trans = FixedPoint2.Min(welderSolution.AvailableVolume, targetSolution.DrainAvailable);
if (trans > 0)
{
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var drained = _solutionContainerSystem.Drain(target, targetSolution, trans);
_solutionContainerSystem.TryAddSolution(uid, welderSolution, drained);
SoundSystem.Play(welder.WelderRefill.GetSound(), Filter.Pvs(uid), uid);
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target.PopupMessage(args.User, Loc.GetString("welder-component-after-interact-refueled-message"));
}
else
{
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target.PopupMessage(args.User, Loc.GetString("welder-component-no-fuel-in-tank", ("owner", args.Target)));
}
}
args.Handled = true;
}
private void OnWelderToolUseAttempt(EntityUid uid, WelderComponent welder, ToolUseAttemptEvent args)
{
if (args.Cancelled)
return;
if (!welder.Lit)
{
_popupSystem.PopupEntity(Loc.GetString("welder-component-welder-not-lit-message"), uid, Filter.Entities(args.User));
args.Cancel();
return;
}
var (fuel, _) = GetWelderFuelAndCapacity(uid, welder);
if (FixedPoint2.New(args.Fuel) > fuel)
{
_popupSystem.PopupEntity(Loc.GetString("welder-component-cannot-weld-message"), uid, Filter.Entities(args.User));
args.Cancel();
return;
}
}
private void OnWelderToolUseFinishAttempt(EntityUid uid, WelderComponent welder, ToolUseFinishAttemptEvent args)
{
if (args.Cancelled)
return;
if (!welder.Lit)
{
_popupSystem.PopupEntity(Loc.GetString("welder-component-welder-not-lit-message"), uid, Filter.Entities(args.User));
args.Cancel();
return;
}
var (fuel, _) = GetWelderFuelAndCapacity(uid, welder);
var neededFuel = FixedPoint2.New(args.Fuel);
if (neededFuel > fuel)
{
args.Cancel();
}
if (!_solutionContainerSystem.TryGetSolution(uid, welder.FuelSolution, out var solution))
{
args.Cancel();
return;
}
solution.RemoveReagent(welder.FuelReagent, neededFuel);
welder.Dirty();
}
private void OnWelderShutdown(EntityUid uid, WelderComponent welder, ComponentShutdown args)
{
_activeWelders.Remove(uid);
}
private void OnWelderGetState(EntityUid uid, WelderComponent welder, ref ComponentGetState args)
{
var (fuel, capacity) = GetWelderFuelAndCapacity(uid, welder);
args.State = new WelderComponentState(capacity.Float(), fuel.Float(), welder.Lit);
}
private void UpdateWelders(float frameTime)
{
_welderTimer += frameTime;
if (_welderTimer < WelderUpdateTimer)
return;
foreach (var tool in _activeWelders.ToArray())
{
if (!EntityManager.TryGetComponent(tool, out WelderComponent? welder)
|| !EntityManager.TryGetComponent(tool, out SolutionContainerManagerComponent? solutionContainer))
continue;
if (!_solutionContainerSystem.TryGetSolution(tool, welder.FuelSolution, out var solution, solutionContainer))
continue;
// TODO: Use TransformComponent directly.
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_atmosphereSystem.HotspotExpose(EntityManager.GetComponent<TransformComponent>(welder.Owner).Coordinates, 700, 50, true);
solution.RemoveReagent(welder.FuelReagent, welder.FuelConsumption * _welderTimer);
if (solution.GetReagentQuantity(welder.FuelReagent) <= FixedPoint2.Zero)
TryTurnWelderOff(tool, null, welder);
welder.Dirty();
}
_welderTimer -= WelderUpdateTimer;
}
}
}