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OldThink/Content.Server/PowerCell/PowerCellSystem.cs

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using Content.Server.Emp;
using Content.Server.Power.Components;
using Content.Shared.Examine;
using Content.Shared.PowerCell;
using Content.Shared.PowerCell.Components;
using Content.Shared.Rounding;
using Robust.Shared.Containers;
using System.Diagnostics.CodeAnalysis;
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using Content.Server.Kitchen.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Server.UserInterface;
using Content.Shared.Containers.ItemSlots;
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using Content.Shared.Popups;
namespace Content.Server.PowerCell;
/// <summary>
/// Handles Power cells
/// </summary>
public sealed partial class PowerCellSystem : SharedPowerCellSystem
{
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[Dependency] private readonly ActivatableUISystem _activatable = default!;
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[Dependency] private readonly BatterySystem _battery = default!;
[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
[Dependency] private readonly ItemSlotsSystem _itemSlotsSystem = default!;
[Dependency] private readonly SharedAppearanceSystem _sharedAppearanceSystem = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly RiggableSystem _riggableSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PowerCellComponent, ChargeChangedEvent>(OnChargeChanged);
SubscribeLocalEvent<PowerCellComponent, ExaminedEvent>(OnCellExamined);
SubscribeLocalEvent<PowerCellComponent, EmpAttemptEvent>(OnCellEmpAttempt);
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SubscribeLocalEvent<PowerCellDrawComponent, ChargeChangedEvent>(OnDrawChargeChanged);
SubscribeLocalEvent<PowerCellDrawComponent, PowerCellChangedEvent>(OnDrawCellChanged);
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// funny
SubscribeLocalEvent<PowerCellSlotComponent, ExaminedEvent>(OnCellSlotExamined);
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SubscribeLocalEvent<PowerCellSlotComponent, BeingMicrowavedEvent>(OnSlotMicrowaved);
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}
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private void OnSlotMicrowaved(EntityUid uid, PowerCellSlotComponent component, BeingMicrowavedEvent args)
{
if (!_itemSlotsSystem.TryGetSlot(uid, component.CellSlotId, out var slot))
return;
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if (slot.Item == null)
return;
RaiseLocalEvent(slot.Item.Value, args);
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}
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private void OnChargeChanged(EntityUid uid, PowerCellComponent component, ref ChargeChangedEvent args)
{
if (TryComp<RiggableComponent>(uid, out var rig) && rig.IsRigged)
ECS verbs and update context menu (#4594) * Functioning ECS verbs Currently only ID card console works. * Changed verb types and allow ID card insertions * Verb GUI sorting and verb networking * More networking, and shared components * Clientside verbs work now. * Verb enums changed to bitmask flags * Verb Categories redo * Fix range check * GasTank Verb * Remove unnecessary bodypart verb * Buckle Verb * buckle & unbuckle verbs * Updated range checks * Item cabinet verbs * Add range user override * construction verb * Chemistry machine verbs * Climb Verb * Generalise pulled entity verbs * ViewVariables Verb * rejuvenate, delete, sentient, control verbs * Outfit verb * inrangeunoccluded and tubedirection verbs * attach-to verbs * remove unused verbs and move VV * Rename DebugVerbSystem * Ghost role and pointing verbs * Remove global verbs * Allow verbs to raise events * Changing categories and simplifying debug verbs * Add rotate and flip verbs * fix rejuvenate test * redo context menu * new Add Gas debug verb * Add Set Temperature debug verb * Uncuff verb * Disposal unit verbs * Add pickup verb * lock/unlock verb * Remove verb type, add specific verb events * rename verb messages -> events * Context menu displays verbs by interaction type * Updated context menu HandleMove previously, checked if entities moved 1 tile from click location. Now checks if entities moved out of view. Now you can actually right-click interact with yourself while walking! * Misc Verb menu GUI changes * Fix non-human/ghost verbs * Update types and categories * Allow non-ghost/human to open context menu * configuration verb * tagger verb * Morgue Verbs * Medical Scanner Verbs * Fix solution refactor merge issues * Fix context menu in-view check * Remove prepare GUI * Redo verb restrictions * Fix context menu UI * Disposal Verbs * Spill verb * Light verb * Hand Held light verb * power cell verbs * storage verbs and adding names to insert/eject * Pulling verb * Close context menu on verb execution * Strip verb * AmmoBox verb * fix pull verb * gun barrel verbs revolver verb energy weapon verbs Bolt action verb * Magazine gun barrel verbs * Add charger verbs * PDA verbs * Transfer amount verb * Add reagent verb * make alt-click use ECS verbs * Delete old verb files * Magboot verb * finalising tweaks * context menu visibility changes * code cleanup * Update AdminAddReagentUI.cs * Remove HasFlag * Consistent verb keys * Remove Linq, add comment * Fix in-inventory check * Update GUI text alignment and padding * Added close-menu option * Changed some "interaction" verbs to "activation" * Remove verb keys, use sorted sets * fix master merge * update some verb text * Undo Changes Remove some new verbs that can be added later undid some .ftl bugfixes, can and should be done separately * fix merge * Undo file rename * fix merge * Misc Cleanup * remove contraction * Fix keybinding issue * fix comment * merge fix * fix merge * fix merge * fix merge * fix merge * fix open-close verbs * adjust uncuff verb * fix merge and undo the renaming of SharedPullableComponent to PullableComponent. I'm tired of all of those merge conflicts
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{
_riggableSystem.Explode(uid, cause: null);
return;
ECS verbs and update context menu (#4594) * Functioning ECS verbs Currently only ID card console works. * Changed verb types and allow ID card insertions * Verb GUI sorting and verb networking * More networking, and shared components * Clientside verbs work now. * Verb enums changed to bitmask flags * Verb Categories redo * Fix range check * GasTank Verb * Remove unnecessary bodypart verb * Buckle Verb * buckle & unbuckle verbs * Updated range checks * Item cabinet verbs * Add range user override * construction verb * Chemistry machine verbs * Climb Verb * Generalise pulled entity verbs * ViewVariables Verb * rejuvenate, delete, sentient, control verbs * Outfit verb * inrangeunoccluded and tubedirection verbs * attach-to verbs * remove unused verbs and move VV * Rename DebugVerbSystem * Ghost role and pointing verbs * Remove global verbs * Allow verbs to raise events * Changing categories and simplifying debug verbs * Add rotate and flip verbs * fix rejuvenate test * redo context menu * new Add Gas debug verb * Add Set Temperature debug verb * Uncuff verb * Disposal unit verbs * Add pickup verb * lock/unlock verb * Remove verb type, add specific verb events * rename verb messages -> events * Context menu displays verbs by interaction type * Updated context menu HandleMove previously, checked if entities moved 1 tile from click location. Now checks if entities moved out of view. Now you can actually right-click interact with yourself while walking! * Misc Verb menu GUI changes * Fix non-human/ghost verbs * Update types and categories * Allow non-ghost/human to open context menu * configuration verb * tagger verb * Morgue Verbs * Medical Scanner Verbs * Fix solution refactor merge issues * Fix context menu in-view check * Remove prepare GUI * Redo verb restrictions * Fix context menu UI * Disposal Verbs * Spill verb * Light verb * Hand Held light verb * power cell verbs * storage verbs and adding names to insert/eject * Pulling verb * Close context menu on verb execution * Strip verb * AmmoBox verb * fix pull verb * gun barrel verbs revolver verb energy weapon verbs Bolt action verb * Magazine gun barrel verbs * Add charger verbs * PDA verbs * Transfer amount verb * Add reagent verb * make alt-click use ECS verbs * Delete old verb files * Magboot verb * finalising tweaks * context menu visibility changes * code cleanup * Update AdminAddReagentUI.cs * Remove HasFlag * Consistent verb keys * Remove Linq, add comment * Fix in-inventory check * Update GUI text alignment and padding * Added close-menu option * Changed some "interaction" verbs to "activation" * Remove verb keys, use sorted sets * fix master merge * update some verb text * Undo Changes Remove some new verbs that can be added later undid some .ftl bugfixes, can and should be done separately * fix merge * Undo file rename * fix merge * Misc Cleanup * remove contraction * Fix keybinding issue * fix comment * merge fix * fix merge * fix merge * fix merge * fix merge * fix open-close verbs * adjust uncuff verb * fix merge and undo the renaming of SharedPullableComponent to PullableComponent. I'm tired of all of those merge conflicts
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}
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var frac = args.Charge / args.MaxCharge;
var level = (byte) ContentHelpers.RoundToNearestLevels(frac, 1, PowerCellComponent.PowerCellVisualsLevels);
_sharedAppearanceSystem.SetData(uid, PowerCellVisuals.ChargeLevel, level);
// If this power cell is inside a cell-slot, inform that entity that the power has changed (for updating visuals n such).
if (_containerSystem.TryGetContainingContainer(uid, out var container)
&& TryComp(container.Owner, out PowerCellSlotComponent? slot)
&& _itemSlotsSystem.TryGetSlot(container.Owner, slot.CellSlotId, out var itemSlot))
{
if (itemSlot.Item == uid)
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RaiseLocalEvent(container.Owner, new PowerCellChangedEvent(false));
}
}
protected override void OnCellRemoved(EntityUid uid, PowerCellSlotComponent component, EntRemovedFromContainerMessage args)
{
base.OnCellRemoved(uid, component, args);
if (args.Container.ID != component.CellSlotId)
return;
var ev = new PowerCellSlotEmptyEvent();
RaiseLocalEvent(uid, ref ev);
}
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#region Activatable
/// <inheritdoc/>
public override bool HasActivatableCharge(EntityUid uid, PowerCellDrawComponent? battery = null, PowerCellSlotComponent? cell = null, EntityUid? user = null)
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{
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// Default to true if we don't have the components.
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if (!Resolve(uid, ref battery, ref cell, false))
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return true;
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return HasCharge(uid, battery.UseRate, cell, user);
}
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/// <summary>
/// Tries to use the <see cref="PowerCellDrawComponent.UseRate"/> for this entity.
/// </summary>
/// <param name="user">Popup to this user with the relevant detail if specified.</param>
public bool TryUseActivatableCharge(EntityUid uid, PowerCellDrawComponent? battery = null, PowerCellSlotComponent? cell = null, EntityUid? user = null)
{
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// Default to true if we don't have the components.
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if (!Resolve(uid, ref battery, ref cell, false))
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return true;
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if (TryUseCharge(uid, battery.UseRate, cell, user))
{
_sharedAppearanceSystem.SetData(uid, PowerCellSlotVisuals.Enabled, HasActivatableCharge(uid, battery, cell, user));
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_activatable.CheckUsage(uid);
return true;
}
return false;
}
/// <inheritdoc/>
public override bool HasDrawCharge(
EntityUid uid,
PowerCellDrawComponent? battery = null,
PowerCellSlotComponent? cell = null,
EntityUid? user = null)
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{
if (!Resolve(uid, ref battery, ref cell, false))
return true;
return HasCharge(uid, battery.DrawRate, cell, user);
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}
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#endregion
/// <summary>
/// Returns whether the entity has a slotted battery and charge for the requested action.
/// </summary>
/// <param name="user">Popup to this user with the relevant detail if specified.</param>
public bool HasCharge(EntityUid uid, float charge, PowerCellSlotComponent? component = null, EntityUid? user = null)
{
if (!TryGetBatteryFromSlot(uid, out var battery, component))
{
if (user != null)
_popup.PopupEntity(Loc.GetString("power-cell-no-battery"), uid, user.Value);
return false;
}
if (battery.CurrentCharge < charge)
{
if (user != null)
_popup.PopupEntity(Loc.GetString("power-cell-insufficient"), uid, user.Value);
return false;
}
return true;
}
/// <summary>
/// Tries to use charge from a slotted battery.
/// </summary>
public bool TryUseCharge(EntityUid uid, float charge, PowerCellSlotComponent? component = null, EntityUid? user = null)
{
if (!TryGetBatteryFromSlot(uid, out var batteryEnt, out var battery, component))
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{
if (user != null)
_popup.PopupEntity(Loc.GetString("power-cell-no-battery"), uid, user.Value);
return false;
}
if (!_battery.TryUseCharge(batteryEnt.Value, charge, battery))
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{
if (user != null)
_popup.PopupEntity(Loc.GetString("power-cell-insufficient"), uid, user.Value);
return false;
}
_sharedAppearanceSystem.SetData(uid, PowerCellSlotVisuals.Enabled, battery.Charge > 0);
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return true;
}
public bool TryGetBatteryFromSlot(EntityUid uid, [NotNullWhen(true)] out BatteryComponent? battery, PowerCellSlotComponent? component = null)
{
return TryGetBatteryFromSlot(uid, out _, out battery, component);
}
public bool TryGetBatteryFromSlot(EntityUid uid,
[NotNullWhen(true)] out EntityUid? batteryEnt,
[NotNullWhen(true)] out BatteryComponent? battery,
PowerCellSlotComponent? component = null)
{
if (!Resolve(uid, ref component, false))
ECS verbs and update context menu (#4594) * Functioning ECS verbs Currently only ID card console works. * Changed verb types and allow ID card insertions * Verb GUI sorting and verb networking * More networking, and shared components * Clientside verbs work now. * Verb enums changed to bitmask flags * Verb Categories redo * Fix range check * GasTank Verb * Remove unnecessary bodypart verb * Buckle Verb * buckle & unbuckle verbs * Updated range checks * Item cabinet verbs * Add range user override * construction verb * Chemistry machine verbs * Climb Verb * Generalise pulled entity verbs * ViewVariables Verb * rejuvenate, delete, sentient, control verbs * Outfit verb * inrangeunoccluded and tubedirection verbs * attach-to verbs * remove unused verbs and move VV * Rename DebugVerbSystem * Ghost role and pointing verbs * Remove global verbs * Allow verbs to raise events * Changing categories and simplifying debug verbs * Add rotate and flip verbs * fix rejuvenate test * redo context menu * new Add Gas debug verb * Add Set Temperature debug verb * Uncuff verb * Disposal unit verbs * Add pickup verb * lock/unlock verb * Remove verb type, add specific verb events * rename verb messages -> events * Context menu displays verbs by interaction type * Updated context menu HandleMove previously, checked if entities moved 1 tile from click location. Now checks if entities moved out of view. Now you can actually right-click interact with yourself while walking! * Misc Verb menu GUI changes * Fix non-human/ghost verbs * Update types and categories * Allow non-ghost/human to open context menu * configuration verb * tagger verb * Morgue Verbs * Medical Scanner Verbs * Fix solution refactor merge issues * Fix context menu in-view check * Remove prepare GUI * Redo verb restrictions * Fix context menu UI * Disposal Verbs * Spill verb * Light verb * Hand Held light verb * power cell verbs * storage verbs and adding names to insert/eject * Pulling verb * Close context menu on verb execution * Strip verb * AmmoBox verb * fix pull verb * gun barrel verbs revolver verb energy weapon verbs Bolt action verb * Magazine gun barrel verbs * Add charger verbs * PDA verbs * Transfer amount verb * Add reagent verb * make alt-click use ECS verbs * Delete old verb files * Magboot verb * finalising tweaks * context menu visibility changes * code cleanup * Update AdminAddReagentUI.cs * Remove HasFlag * Consistent verb keys * Remove Linq, add comment * Fix in-inventory check * Update GUI text alignment and padding * Added close-menu option * Changed some "interaction" verbs to "activation" * Remove verb keys, use sorted sets * fix master merge * update some verb text * Undo Changes Remove some new verbs that can be added later undid some .ftl bugfixes, can and should be done separately * fix merge * Undo file rename * fix merge * Misc Cleanup * remove contraction * Fix keybinding issue * fix comment * merge fix * fix merge * fix merge * fix merge * fix merge * fix open-close verbs * adjust uncuff verb * fix merge and undo the renaming of SharedPullableComponent to PullableComponent. I'm tired of all of those merge conflicts
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{
batteryEnt = null;
battery = null;
return false;
}
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if (_itemSlotsSystem.TryGetSlot(uid, component.CellSlotId, out ItemSlot? slot))
{
batteryEnt = slot.Item;
return TryComp(slot.Item, out battery);
}
batteryEnt = null;
battery = null;
return false;
}
private void OnCellExamined(EntityUid uid, PowerCellComponent component, ExaminedEvent args)
{
TryComp<BatteryComponent>(uid, out var battery);
OnBatteryExamined(uid, battery, args);
}
private void OnCellEmpAttempt(EntityUid uid, PowerCellComponent component, EmpAttemptEvent args)
{
var parent = Transform(uid).ParentUid;
// relay the attempt event to the slot so it can cancel it
if (HasComp<PowerCellSlotComponent>(parent))
RaiseLocalEvent(parent, args);
}
private void OnCellSlotExamined(EntityUid uid, PowerCellSlotComponent component, ExaminedEvent args)
{
TryGetBatteryFromSlot(uid, out var battery);
OnBatteryExamined(uid, battery, args);
}
private void OnBatteryExamined(EntityUid uid, BatteryComponent? component, ExaminedEvent args)
{
if (component != null)
{
var charge = component.CurrentCharge / component.MaxCharge * 100;
args.PushMarkup(Loc.GetString("power-cell-component-examine-details", ("currentCharge", $"{charge:F0}")));
}
else
{
args.PushMarkup(Loc.GetString("power-cell-component-examine-details-no-battery"));
}
}
}