conveyor & recycler ecs (#4537)
* conveyor done, recycler still todo * done, just need to suss out the physics part. pinged sloth about it * ship it
This commit is contained in:
@@ -26,8 +26,8 @@ namespace Content.Client.Conveyor.Visualizers
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return;
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}
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appearance.TryGetData(ConveyorVisuals.State, out ConveyorState state);
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if (appearance.TryGetData(ConveyorVisuals.State, out ConveyorState state))
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{
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var texture = state switch
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{
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ConveyorState.Off => _stateStopped,
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@@ -38,6 +38,7 @@ namespace Content.Client.Conveyor.Visualizers
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sprite.LayerSetState(0, texture);
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}
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}
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public override void InitializeEntity(IEntity entity)
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{
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@@ -1,4 +1,5 @@
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using Content.Shared.Recycling;
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using Content.Shared.Conveyor;
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using Content.Shared.Recycling;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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@@ -9,11 +10,11 @@ namespace Content.Client.Recycling
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[UsedImplicitly]
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public class RecyclerVisualizer : AppearanceVisualizer
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{
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[DataField("state_clean")]
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private string? _stateClean;
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[DataField("state_on")]
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private string _stateOn = "grinder-o1";
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[DataField("state_bloody")]
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private string? _stateBloody;
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[DataField("state_off")]
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private string _stateOff = "grinder-o0";
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public override void InitializeEntity(IEntity entity)
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{
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@@ -25,10 +26,7 @@ namespace Content.Client.Recycling
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return;
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}
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appearance.TryGetData(RecyclerVisuals.Bloody, out bool bloody);
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sprite.LayerSetState(RecyclerVisualLayers.Bloody, bloody
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? _stateBloody
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: _stateClean);
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UpdateAppearance(appearance, sprite);
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}
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public override void OnChangeData(AppearanceComponent component)
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@@ -40,15 +38,28 @@ namespace Content.Client.Recycling
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return;
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}
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component.TryGetData(RecyclerVisuals.Bloody, out bool bloody);
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sprite.LayerSetState(RecyclerVisualLayers.Bloody, bloody
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? _stateBloody
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: _stateClean);
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UpdateAppearance(component, sprite);
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}
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private void UpdateAppearance(AppearanceComponent component, ISpriteComponent sprite)
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{
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var state = _stateOff;
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if (component.TryGetData(ConveyorVisuals.State, out ConveyorState conveyorState) && conveyorState != ConveyorState.Off)
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{
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state = _stateOn;
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}
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if (component.TryGetData(RecyclerVisuals.Bloody, out bool bloody) && bloody)
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{
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state += "bld";
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}
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sprite.LayerSetState(RecyclerVisualLayers.Main, state);
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}
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}
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public enum RecyclerVisualLayers : byte
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{
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Bloody
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Main
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}
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}
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@@ -1,9 +1,11 @@
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using System.Collections.Generic;
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using Content.Server.Items;
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using Content.Server.MachineLinking.Components;
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using Content.Server.Power.Components;
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using Content.Shared.Conveyor;
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using Content.Shared.MachineLinking;
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using Robust.Server.GameObjects;
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using Robust.Shared.Analyzers;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Maths;
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@@ -14,151 +16,29 @@ using Robust.Shared.ViewVariables;
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namespace Content.Server.Conveyor
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{
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[RegisterComponent]
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[Friend(typeof(ConveyorSystem))]
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public class ConveyorComponent : Component
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{
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public override string Name => "Conveyor";
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[ViewVariables] private bool Powered => !Owner.TryGetComponent(out ApcPowerReceiverComponent? receiver) || receiver.Powered;
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/// <summary>
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/// The angle to move entities by in relation to the owner's rotation.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("angle")]
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private Angle _angle = Angle.Zero;
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public float Speed => _speed;
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public Angle Angle = Angle.Zero;
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/// <summary>
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/// The amount of units to move the entity by per second.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("speed")]
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private float _speed = 2f;
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public float Speed = 2f;
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private ConveyorState _state;
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/// <summary>
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/// The current state of this conveyor
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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private ConveyorState State
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{
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get => _state;
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set
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{
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_state = value;
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UpdateAppearance();
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}
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}
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public override void HandleMessage(ComponentMessage message, IComponent? component)
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{
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base.HandleMessage(message, component);
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switch (message)
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{
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case PowerChangedMessage powerChanged:
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OnPowerChanged(powerChanged);
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break;
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}
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}
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private void OnPowerChanged(PowerChangedMessage e)
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{
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UpdateAppearance();
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}
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private void UpdateAppearance()
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{
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if (Owner.TryGetComponent<AppearanceComponent>(out var appearance))
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{
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if (Powered)
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{
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appearance.SetData(ConveyorVisuals.State, _state);
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}
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else
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{
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appearance.SetData(ConveyorVisuals.State, ConveyorState.Off);
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}
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}
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}
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/// <summary>
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/// Calculates the angle in which entities on top of this conveyor
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/// belt are pushed in
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/// </summary>
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/// <returns>
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/// The angle when taking into account if the conveyor is reversed
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/// </returns>
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public Angle GetAngle()
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{
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var adjustment = _state == ConveyorState.Reversed ? MathHelper.Pi : 0;
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var radians = MathHelper.DegreesToRadians(_angle);
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return new Angle(Owner.Transform.LocalRotation.Theta + radians + adjustment);
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}
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public bool CanRun()
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{
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if (State == ConveyorState.Off)
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{
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return false;
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}
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if (Owner.TryGetComponent(out ApcPowerReceiverComponent? receiver) &&
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!receiver.Powered)
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{
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return false;
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}
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if (Owner.HasComponent<ItemComponent>())
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{
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return false;
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}
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return true;
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}
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public bool CanMove(IEntity entity)
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{
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// TODO We should only check status InAir or Static or MapGrid or /mayber/ container
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if (entity == Owner)
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{
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return false;
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}
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if (!entity.TryGetComponent(out IPhysBody? physics) ||
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physics.BodyType == BodyType.Static)
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{
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return false;
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}
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if (entity.HasComponent<ConveyorComponent>())
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{
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return false;
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}
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if (entity.HasComponent<IMapGridComponent>())
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{
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return false;
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}
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if (entity.IsInContainer())
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{
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return false;
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}
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return true;
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}
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public void SetState(TwoWayLeverSignal signal)
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{
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State = signal switch
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{
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TwoWayLeverSignal.Left => ConveyorState.Reversed,
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TwoWayLeverSignal.Middle => ConveyorState.Off,
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TwoWayLeverSignal.Right => ConveyorState.Forward,
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_ => ConveyorState.Off
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};
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}
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public ConveyorState State;
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}
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}
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@@ -1,15 +1,29 @@
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using Content.Server.MachineLinking.Events;
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using System.Collections.Generic;
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using Content.Server.Items;
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using Content.Server.MachineLinking.Events;
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using Content.Server.MachineLinking.Models;
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using Content.Server.Power.Components;
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using Content.Server.Recycling.Components;
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using Content.Server.Stunnable.Components;
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using Content.Shared.Conveyor;
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using Content.Shared.MachineLinking;
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using Content.Shared.Movement.Components;
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using Content.Shared.Notification.Managers;
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using Robust.Server.GameObjects;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Dynamics;
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namespace Content.Server.Conveyor
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{
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public class ConveyorSystem : EntitySystem
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{
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[Dependency] private IEntityLookup _entityLookup = default!;
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public override void Initialize()
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{
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base.Initialize();
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@@ -17,6 +31,27 @@ namespace Content.Server.Conveyor
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SubscribeLocalEvent<ConveyorComponent, SignalReceivedEvent>(OnSignalReceived);
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SubscribeLocalEvent<ConveyorComponent, PortDisconnectedEvent>(OnPortDisconnected);
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SubscribeLocalEvent<ConveyorComponent, LinkAttemptEvent>(OnLinkAttempt);
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SubscribeLocalEvent<ConveyorComponent, PowerChangedEvent>(OnPowerChanged);
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}
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private void OnPowerChanged(EntityUid uid, ConveyorComponent component, PowerChangedEvent args)
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{
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UpdateAppearance(component);
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}
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private void UpdateAppearance(ConveyorComponent component)
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{
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if (component.Owner.TryGetComponent<AppearanceComponent>(out var appearance))
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{
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if (component.Owner.TryGetComponent<ApcPowerReceiverComponent>(out var receiver) && receiver.Powered)
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{
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appearance.SetData(ConveyorVisuals.State, component.State);
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}
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else
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{
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appearance.SetData(ConveyorVisuals.State, ConveyorState.Off);
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}
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}
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}
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private void OnLinkAttempt(EntityUid uid, ConveyorComponent component, LinkAttemptEvent args)
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@@ -35,7 +70,7 @@ namespace Content.Server.Conveyor
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private void OnPortDisconnected(EntityUid uid, ConveyorComponent component, PortDisconnectedEvent args)
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{
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component.SetState(TwoWayLeverSignal.Middle);
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SetState(component, TwoWayLeverSignal.Middle);
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}
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private void OnSignalReceived(EntityUid uid, ConveyorComponent component, SignalReceivedEvent args)
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@@ -43,9 +78,92 @@ namespace Content.Server.Conveyor
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switch (args.Port)
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{
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case "state":
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component.SetState((TwoWayLeverSignal) args.Value!);
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SetState(component, (TwoWayLeverSignal) args.Value!);
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break;
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}
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}
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private void SetState(ConveyorComponent component, TwoWayLeverSignal signal)
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{
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component.State = signal switch
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{
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TwoWayLeverSignal.Left => ConveyorState.Reversed,
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TwoWayLeverSignal.Middle => ConveyorState.Off,
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TwoWayLeverSignal.Right => ConveyorState.Forward,
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_ => ConveyorState.Off
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};
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UpdateAppearance(component);
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}
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public bool CanRun(ConveyorComponent component)
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{
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if (component.State == ConveyorState.Off)
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{
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return false;
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}
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if (component.Owner.TryGetComponent(out ApcPowerReceiverComponent? receiver) &&
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!receiver.Powered)
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{
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return false;
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}
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if (component.Owner.HasComponent<ItemComponent>())
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{
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return false;
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}
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return true;
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}
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/// <summary>
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/// Calculates the angle in which entities on top of this conveyor
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/// belt are pushed in
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/// </summary>
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/// <returns>
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/// The angle when taking into account if the conveyor is reversed
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/// </returns>
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public Angle GetAngle(ConveyorComponent component)
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{
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var adjustment = component.State == ConveyorState.Reversed ? MathHelper.Pi/2 : -MathHelper.Pi/2;
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var radians = MathHelper.DegreesToRadians(component.Angle);
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return new Angle(component.Owner.Transform.LocalRotation.Theta + radians + adjustment);
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}
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public IEnumerable<(IEntity, IPhysBody)> GetEntitiesToMove(ConveyorComponent comp)
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{
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//todo uuuhhh cache this
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foreach (var entity in _entityLookup.GetEntitiesIntersecting(comp.Owner, LookupFlags.Approximate))
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{
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if (entity.Deleted)
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{
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continue;
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}
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if (entity == comp.Owner)
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{
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continue;
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}
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if (!entity.TryGetComponent(out IPhysBody? physics) ||
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physics.BodyType == BodyType.Static || physics.BodyStatus == BodyStatus.InAir || entity.IsWeightless())
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{
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continue;
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}
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if (entity.HasComponent<IMapGridComponent>())
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{
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continue;
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}
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if (entity.IsInContainer())
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{
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continue;
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}
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yield return (entity, physics);
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}
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}
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}
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}
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@@ -18,102 +18,43 @@ namespace Content.Server.Physics.Controllers
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public override void UpdateBeforeSolve(bool prediction, float frameTime)
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{
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base.UpdateBeforeSolve(prediction, frameTime);
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var system = EntitySystem.Get<ConveyorSystem>();
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foreach (var comp in ComponentManager.EntityQuery<ConveyorComponent>())
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{
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Convey(comp, frameTime);
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}
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// TODO: Uhh you can probably wrap the recycler's conveying properties into... conveyor
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foreach (var comp in ComponentManager.EntityQuery<RecyclerComponent>())
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{
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ConveyRecycler(comp, frameTime);
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Convey(system, comp, frameTime);
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}
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}
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private void Convey(ConveyorComponent comp, float frameTime)
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private void Convey(ConveyorSystem system, ConveyorComponent comp, float frameTime)
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{
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// TODO: Use ICollideBehavior and cache intersecting
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// Use an event for conveyors to know what needs to run
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if (!comp.CanRun())
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if (!system.CanRun(comp))
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{
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return;
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}
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var intersecting = IoCManager.Resolve<IEntityLookup>().GetEntitiesIntersecting(comp.Owner, LookupFlags.Approximate | LookupFlags.IncludeAnchored);
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var direction = comp.GetAngle().ToVec();
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Vector2? ownerPos = null;
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var direction = system.GetAngle(comp).ToVec();
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var ownerPos = comp.Owner.Transform.WorldPosition;
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foreach (var entity in intersecting)
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foreach (var (entity, physics) in EntitySystem.Get<ConveyorSystem>().GetEntitiesToMove(comp))
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{
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if (!comp.CanMove(entity)) continue;
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if (!entity.TryGetComponent(out IPhysBody? physics) || physics.BodyStatus == BodyStatus.InAir ||
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entity.IsWeightless()) continue;
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ownerPos ??= comp.Owner.Transform.WorldPosition;
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var itemRelativeToConveyor = entity.Transform.WorldPosition - ownerPos.Value;
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physics.LinearVelocity += Convey(direction * comp.Speed, frameTime, itemRelativeToConveyor);
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var itemRelativeToConveyor = entity.Transform.WorldPosition - ownerPos;
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physics.LinearVelocity += Convey(direction, comp.Speed, frameTime, itemRelativeToConveyor);
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}
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}
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// TODO Uhhh I did a shit job plz fix smug
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private Vector2 Convey(Vector2 velocityDirection, float frameTime, Vector2 itemRelativeToConveyor)
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private Vector2 Convey(Vector2 direction, float speed, float frameTime, Vector2 itemRelativeToConveyor)
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{
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//gravitating item towards center
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//http://csharphelper.com/blog/2016/09/find-the-shortest-distance-between-a-point-and-a-line-segment-in-c/
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Vector2 centerPoint;
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if(speed == 0 || direction.Length == 0) return Vector2.Zero;
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direction = direction.Normalized;
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var t = 0f;
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if (velocityDirection.Length > 0) // if velocitydirection is 0, this calculation will divide by 0
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{
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t = Vector2.Dot(itemRelativeToConveyor, velocityDirection) /
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Vector2.Dot(velocityDirection, velocityDirection);
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}
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var dirNormal = new Vector2(direction.Y, direction.X);
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var dot = Vector2.Dot(itemRelativeToConveyor, dirNormal);
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if (t < 0)
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{
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centerPoint = new Vector2();
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}
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else if (t > 1)
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{
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centerPoint = velocityDirection;
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}
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else
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{
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centerPoint = velocityDirection * t;
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}
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var velocity = direction * speed * 5;
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velocity += dirNormal * speed * -dot;
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var delta = centerPoint - itemRelativeToConveyor;
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return delta * (400 * delta.Length) * frameTime;
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}
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private void ConveyRecycler(RecyclerComponent comp, float frameTime)
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{
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if (!comp.CanRun())
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{
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comp.Intersecting.Clear();
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return;
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}
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var direction = Vector2.UnitX;
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Vector2? ownerPos = null;
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// TODO: I know it sucks but conveyors need a refactor
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||||
for (var i = comp.Intersecting.Count - 1; i >= 0; i--)
|
||||
{
|
||||
var entity = comp.Intersecting[i];
|
||||
|
||||
if (entity.Deleted || !comp.CanMove(entity) || !IoCManager.Resolve<IEntityLookup>().IsIntersecting(comp.Owner, entity))
|
||||
{
|
||||
comp.Intersecting.RemoveAt(i);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!entity.TryGetComponent(out IPhysBody? physics)) continue;
|
||||
ownerPos ??= comp.Owner.Transform.WorldPosition;
|
||||
physics.LinearVelocity += Convey(direction, frameTime, entity.Transform.WorldPosition - ownerPos.Value);
|
||||
}
|
||||
return velocity * frameTime;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -13,6 +13,7 @@ using Content.Shared.Notification.Managers;
|
||||
using Content.Shared.Recycling;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Server.Player;
|
||||
using Robust.Shared.Analyzers;
|
||||
using Robust.Shared.Containers;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
@@ -27,28 +28,25 @@ namespace Content.Server.Recycling.Components
|
||||
{
|
||||
// TODO: Add sound and safe beep
|
||||
[RegisterComponent]
|
||||
[Friend(typeof(RecyclerSystem))]
|
||||
public class RecyclerComponent : Component, ISuicideAct
|
||||
{
|
||||
public override string Name => "Recycler";
|
||||
|
||||
public List<IEntity> Intersecting { get; set; } = new();
|
||||
|
||||
/// <summary>
|
||||
/// Whether or not sentient beings will be recycled
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite)] [DataField("safe")]
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
[DataField("safe")]
|
||||
internal bool Safe = true;
|
||||
|
||||
/// <summary>
|
||||
/// The percentage of material that will be recovered
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite)] [DataField("efficiency")]
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
[DataField("efficiency")]
|
||||
internal float Efficiency = 0.25f;
|
||||
|
||||
internal bool Powered =>
|
||||
!Owner.TryGetComponent(out ApcPowerReceiverComponent? receiver) ||
|
||||
receiver.Powered;
|
||||
|
||||
private void Clean()
|
||||
{
|
||||
if (Owner.TryGetComponent(out AppearanceComponent? appearance))
|
||||
@@ -57,53 +55,6 @@ namespace Content.Server.Recycling.Components
|
||||
}
|
||||
}
|
||||
|
||||
public bool CanRun()
|
||||
{
|
||||
if (Owner.TryGetComponent(out ApcPowerReceiverComponent? receiver) &&
|
||||
!receiver.Powered)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (Owner.HasComponent<ItemComponent>())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool CanMove(IEntity entity)
|
||||
{
|
||||
if (entity == Owner)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!entity.TryGetComponent(out IPhysBody? physics) ||
|
||||
physics.BodyType == BodyType.Static)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (entity.HasComponent<ConveyorComponent>())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (entity.HasComponent<IMapGridComponent>())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (entity.IsInContainer())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
SuicideKind ISuicideAct.Suicide(IEntity victim, IChatManager chat)
|
||||
{
|
||||
var mind = victim.PlayerSession()?.ContentData()?.Mind;
|
||||
|
||||
@@ -1,8 +1,13 @@
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.Power.Components;
|
||||
using Content.Server.Recycling.Components;
|
||||
using Content.Shared.Body.Components;
|
||||
using Content.Shared.Recycling;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Physics.Dynamics;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Content.Server.Recycling
|
||||
{
|
||||
@@ -21,11 +26,6 @@ namespace Content.Server.Recycling
|
||||
|
||||
private void Recycle(RecyclerComponent component, IEntity entity)
|
||||
{
|
||||
if (!component.Intersecting.Contains(entity))
|
||||
{
|
||||
component.Intersecting.Add(entity);
|
||||
}
|
||||
|
||||
// TODO: Prevent collision with recycled items
|
||||
|
||||
// Can only recycle things that are recyclable... And also check the safety of the thing to recycle.
|
||||
@@ -45,7 +45,8 @@ namespace Content.Server.Recycling
|
||||
private bool CanGib(RecyclerComponent component, IEntity entity)
|
||||
{
|
||||
// We suppose this entity has a Recyclable component.
|
||||
return entity.HasComponent<SharedBodyComponent>() && !component.Safe && component.Powered;
|
||||
return entity.HasComponent<SharedBodyComponent>() && !component.Safe &&
|
||||
component.Owner.TryGetComponent(out ApcPowerReceiverComponent? receiver) && receiver.Powered;
|
||||
}
|
||||
|
||||
public void Bloodstain(RecyclerComponent component)
|
||||
|
||||
@@ -20,11 +20,17 @@
|
||||
netsync: false
|
||||
sprite: Structures/Machines/recycling.rsi
|
||||
layers:
|
||||
- state: grinder-o1
|
||||
map: ["enum.RecyclerVisualLayers.Bloody"]
|
||||
- state: grinder-o0
|
||||
map: ["enum.RecyclerVisualLayers.Main"]
|
||||
- type: Appearance
|
||||
visuals:
|
||||
- type: RecyclerVisualizer
|
||||
state_clean: grinder-o1
|
||||
state_bloody: grinder-o1bld
|
||||
state_on: grinder-o1
|
||||
state_off: grinder-o0
|
||||
- type: Recycler
|
||||
- type: Conveyor
|
||||
- type: SignalReceiver
|
||||
inputs:
|
||||
- name: state
|
||||
type: Content.Shared.MachineLinking.TwoWayLeverSignal
|
||||
maxConnections: 1
|
||||
|
||||
@@ -13,12 +13,11 @@
|
||||
!type:PhysShapeAabb
|
||||
bounds: "-0.49,-0.49,0.49,0.49"
|
||||
hard: false
|
||||
layer: [Passable]
|
||||
mask:
|
||||
layer:
|
||||
- Opaque
|
||||
- Impassable
|
||||
- MobImpassable
|
||||
- VaultImpassable
|
||||
- SmallImpassable
|
||||
- type: SnapGrid
|
||||
- type: Sprite
|
||||
netsync: false
|
||||
|
||||
Reference in New Issue
Block a user