Reagents & Solutions (#280)
* Added the ReagentPrototype class. * Added the new Solution class. * Added new shared SolutionComponent to the ECS system. * Added some basic element and chemical reagent prototypes. * Added a new Beaker item utilizing the SolutionComponent. This is a testing/debug entity, and should be removed or changed soon. * Added filters for code coverage. * Nightly work. * Added the server SolutionComponent class. * Added a bucket. Verbs set up for solution interaction. * Adds water tank entity to the game. * Added a full water tank entity. Solutions are properly serialized. Solution can be poured between two containers. * Solution class can now be enumerated. SolutionComponent now calculates the color of the solution. * Minor Cleanup.
This commit is contained in:
committed by
Pieter-Jan Briers
parent
41b72d5aa2
commit
2ea8bbf4eb
@@ -39,6 +39,7 @@ using Content.Server.GameObjects.Components.Weapon.Ranged;
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using Content.Server.GameTicking;
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using Content.Server.Interfaces;
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using Content.Server.Interfaces.GameTicking;
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using Content.Shared.GameObjects.Components.Chemistry;
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using Content.Shared.GameObjects.Components.Materials;
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using Content.Shared.GameObjects.Components.Inventory;
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using Content.Shared.GameObjects.Components.Markers;
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@@ -59,6 +60,7 @@ using Content.Server.GameObjects.Components.Explosive;
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using Content.Server.GameObjects.Components.Items;
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using Content.Server.GameObjects.Components.Triggers;
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using Content.Shared.GameObjects.Components.Movement;
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using SolutionComponent = Content.Server.GameObjects.Components.Chemistry.SolutionComponent;
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namespace Content.Server
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{
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@@ -94,6 +96,8 @@ namespace Content.Server
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factory.Register<ServerDoorComponent>();
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factory.RegisterReference<ServerDoorComponent, IActivate>();
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factory.Register<Content.Server.GameObjects.Components.Chemistry.SolutionComponent>();
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//Power Components
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factory.Register<PowerTransferComponent>();
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factory.Register<PowerProviderComponent>();
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@@ -0,0 +1,140 @@
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using System;
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using Content.Shared.Chemistry;
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using Content.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.GameObjects.Components.Chemistry
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{
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/// <summary>
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/// Shared ECS component that manages a liquid solution of reagents.
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/// </summary>
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internal class SolutionComponent : Shared.GameObjects.Components.Chemistry.SolutionComponent
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{
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/// <summary>
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/// Transfers solution from the held container to the target container.
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/// </summary>
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[Verb]
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private sealed class FillTargetVerb : Verb<SolutionComponent>
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{
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protected override string GetText(IEntity user, SolutionComponent component)
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{
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if(!user.TryGetComponent<HandsComponent>(out var hands))
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return "<I SHOULD BE INVISIBLE>";
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if(hands.GetActiveHand == null)
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return "<I SHOULD BE INVISIBLE>";
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var heldEntityName = hands.GetActiveHand.Owner?.Prototype?.Name ?? "<Item>";
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var myName = component.Owner.Prototype?.Name ?? "<Item>";
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return $"Transfer liquid from [{heldEntityName}] to [{myName}].";
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}
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protected override VerbVisibility GetVisibility(IEntity user, SolutionComponent component)
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{
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if (user.TryGetComponent<HandsComponent>(out var hands))
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{
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if (hands.GetActiveHand != null)
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{
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if (hands.GetActiveHand.Owner.TryGetComponent<SolutionComponent>(out var solution))
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{
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if ((solution.Capabilities & SolutionCaps.PourOut) != 0 && (component.Capabilities & SolutionCaps.PourIn) != 0)
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return VerbVisibility.Visible;
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}
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}
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}
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return VerbVisibility.Invisible;
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}
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protected override void Activate(IEntity user, SolutionComponent component)
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{
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if (!user.TryGetComponent<HandsComponent>(out var hands))
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return;
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if (hands.GetActiveHand == null)
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return;
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if (!hands.GetActiveHand.Owner.TryGetComponent<SolutionComponent>(out var handSolutionComp))
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return;
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if ((handSolutionComp.Capabilities & SolutionCaps.PourOut) == 0 || (component.Capabilities & SolutionCaps.PourIn) == 0)
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return;
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var transferQuantity = Math.Min(component.MaxVolume - component.CurrentVolume, handSolutionComp.CurrentVolume);
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transferQuantity = Math.Min(transferQuantity, 10);
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// nothing to transfer
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if (transferQuantity <= 0)
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return;
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var transferSolution = handSolutionComp.SplitSolution(transferQuantity);
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component.TryAddSolution(transferSolution);
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}
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}
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/// <summary>
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/// Transfers solution from a target container to the held container.
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/// </summary>
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[Verb]
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private sealed class EmptyTargetVerb : Verb<SolutionComponent>
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{
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protected override string GetText(IEntity user, SolutionComponent component)
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{
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if (!user.TryGetComponent<HandsComponent>(out var hands))
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return "<I SHOULD BE INVISIBLE>";
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if (hands.GetActiveHand == null)
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return "<I SHOULD BE INVISIBLE>";
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var heldEntityName = hands.GetActiveHand.Owner?.Prototype?.Name ?? "<Item>";
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var myName = component.Owner.Prototype?.Name ?? "<Item>";
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return $"Transfer liquid from [{myName}] to [{heldEntityName}].";
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}
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protected override VerbVisibility GetVisibility(IEntity user, SolutionComponent component)
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{
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if (user.TryGetComponent<HandsComponent>(out var hands))
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{
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if (hands.GetActiveHand != null)
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{
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if (hands.GetActiveHand.Owner.TryGetComponent<SolutionComponent>(out var solution))
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{
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if ((solution.Capabilities & SolutionCaps.PourIn) != 0 && (component.Capabilities & SolutionCaps.PourOut) != 0)
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return VerbVisibility.Visible;
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}
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}
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}
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return VerbVisibility.Invisible;
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}
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protected override void Activate(IEntity user, SolutionComponent component)
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{
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if (!user.TryGetComponent<HandsComponent>(out var hands))
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return;
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if (hands.GetActiveHand == null)
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return;
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if(!hands.GetActiveHand.Owner.TryGetComponent<SolutionComponent>(out var handSolutionComp))
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return;
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if ((handSolutionComp.Capabilities & SolutionCaps.PourIn) == 0 || (component.Capabilities & SolutionCaps.PourOut) == 0)
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return;
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var transferQuantity = Math.Min(handSolutionComp.MaxVolume - handSolutionComp.CurrentVolume, component.CurrentVolume);
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transferQuantity = Math.Min(transferQuantity, 10);
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// pulling from an empty container, pointless to continue
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if (transferQuantity <= 0)
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return;
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var transferSolution = component.SplitSolution(transferQuantity);
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handSolutionComp.TryAddSolution(transferSolution);
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}
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}
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}
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}
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