* Reapply "Add limited-reagent dispensers (#23907)" This reverts commit531becd592. # Conflicts: # Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml.cs # Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs # Content.Shared/Chemistry/SharedReagentDispenser.cs # Content.Shared/Containers/ItemSlot/ItemSlotsComponent.cs # Resources/Prototypes/Catalog/ReagentDispensers/beverage.yml # Resources/Prototypes/Entities/Objects/Specific/chemical-containers.yml # Resources/Prototypes/Entities/Structures/Dispensers/chem.yml * Reapply "Fix comp.Owner (#24206)" This reverts commit2d2405ff93. * Reapply "Use old reagent dispenser beaker slot ID (#24209)" This reverts commit388424e2f3. * Add a container display to dispenser UI (#25391) * Implemented contents display for dispenser UI * Update Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml.cs Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Resolve the netent into a euid first --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Add prediction to hand labeler labels (#25869) Added prediction to labels * scoopable ash and foam, solution transfer prediction (#25832) * move SolutionTransfer to shared and predict as much as possible * fully move OpenableSystem to shared now that SolutionTransfer is * fix imports for everything * doc for solution transfer system * trolling * add scoopable system * make ash and foam scoopable * untroll * untroll real * make clickable it work * troll * the scooping room --------- Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> # Conflicts: # Resources/Prototypes/Entities/Effects/chemistry_effects.yml * Reagent dispenser UI (#27831) * reagent dispenser: fancy window * reagent dispenser: dispense button grid * reagent dispenser: rearrange containers & info * reagent dispenser: remove `reagent-dispenser-window-container-label` * reagent dispenser: add `Scrollcontainer` on right side * reagent dispenser: get rid of pointless actions * reagent dispenser: cleanup actions and `inventory` field on bound ui state * reagent dispenser: cool reagent cards & finishing touches * reagent dispenser: final cleanup and formatting * reagent dispenser: `ButtonGrid` and `ReagentDispenserSetDispenseAmountMessage` refactor * reagent dispenser: cleanup code & address minor concerns * reagent dispenser: text in reagent cards no longer clips * reagent dispenser: oh wait i forgot to change this and thats why the builds keep failing probably * reagent dispenser mayybe this * reagent dispenser: remove `using FastAccessors;` # Conflicts: # Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml.cs * Reagent dispenser UI (Again) (#27958) * reagent dispenser: fancy window * reagent dispenser: dispense button grid * reagent dispenser: rearrange containers & info * reagent dispenser: remove `reagent-dispenser-window-container-label` * reagent dispenser: add `Scrollcontainer` on right side * reagent dispenser: get rid of pointless actions * reagent dispenser: cleanup actions and `inventory` field on bound ui state * reagent dispenser: cool reagent cards & finishing touches * reagent dispenser: final cleanup and formatting * reagent dispenser: `ButtonGrid` and `ReagentDispenserSetDispenseAmountMessage` refactor * reagent dispenser: cleanup code & address minor concerns * reagent dispenser: text in reagent cards no longer clips * reagent dispenser: oh wait i forgot to change this and thats why the builds keep failing probably * reagent dispenser mayybe this * reagent dispenser: remove `using FastAccessors;` * delete unused classes * disable reagent button when container is empty * Make things a bit bigger * remove obsolete text color override * пару фиксов поверх * переводики хихиххи * еще переводы * feat: химические картриджи --------- Co-authored-by: Tayrtahn <tayrtahn@gmail.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: Brandon Li <48413902+aspiringLich@users.noreply.github.com>
76 lines
2.9 KiB
C#
76 lines
2.9 KiB
C#
using Content.Shared.Whitelist;
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using Content.Shared.Containers.ItemSlots;
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using Content.Server.Chemistry.EntitySystems;
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using Content.Shared.Chemistry;
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using Content.Shared.Chemistry.Dispenser;
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using Robust.Shared.Audio;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Server.Chemistry.Components
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{
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/// <summary>
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/// A machine that dispenses reagents into a solution container from containers in its storage slots.
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/// </summary>
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[RegisterComponent]
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[Access(typeof(ReagentDispenserSystem), typeof(ChemMasterSystem))]
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public sealed partial class ReagentDispenserComponent : Component
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{
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/// <summary>
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/// String with the pack name that stores the initial fill of the dispenser. The initial
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/// fill is added to the dispenser on MapInit. Note that we don't use ContainerFill because
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/// we have to generate the storage slots at MapInit first, then fill them.
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/// </summary>
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[DataField("pack", customTypeSerializer:typeof(PrototypeIdSerializer<ReagentDispenserInventoryPrototype>))]
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[ViewVariables(VVAccess.ReadWrite)]
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public string? PackPrototypeId = default!;
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/// <summary>
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/// Maximum number of internal storage slots. Dispenser can't store (or dispense) more than
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/// this many chemicals (without unloading and reloading).
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/// </summary>
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[DataField("numStorageSlots")]
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public int NumSlots = 25;
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/// <summary>
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/// For each created storage slot for the reagent containers being dispensed, apply this
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/// entity whitelist. Makes sure weird containers don't fit in the dispenser and that beakers
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/// don't accidentally get slotted into the source slots.
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/// </summary>
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[DataField]
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public EntityWhitelist? StorageWhitelist;
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[DataField]
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public ItemSlot BeakerSlot = new();
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/// <summary>
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/// Prefix for automatically-generated slot name for storage, up to NumSlots.
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/// </summary>
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public static string BaseStorageSlotId = "ReagentDispenser-storageSlot";
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/// <summary>
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/// List of storage slots that were created at MapInit.
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/// </summary>
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[DataField]
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public List<string> StorageSlotIds = new List<string>();
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[DataField]
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public List<ItemSlot> StorageSlots = new List<ItemSlot>();
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[DataField("clickSound"), ViewVariables(VVAccess.ReadWrite)]
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public SoundSpecifier ClickSound = new SoundPathSpecifier("/Audio/Machines/machine_switch.ogg");
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[ViewVariables(VVAccess.ReadWrite)]
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public ReagentDispenserDispenseAmount DispenseAmount = ReagentDispenserDispenseAmount.U10;
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// WD START
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public const string ChemMasterPort = "ChemMasterSender";
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[ViewVariables]
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public bool ChemMasterInRange;
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[ViewVariables]
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public EntityUid? ChemMaster;
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// WD END
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}
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}
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