makes conveyors to use machine linking & refactors machine linking a bit (#2464)
* makes conveyors to use machine linking & refactors machine linking a bit * nullable errors * temp commit, starting work on construction * working recipies & graphs * fixes crash * makes items gravitate towards the center when on a conveyor * makes conveyors take bool signal too * ignores components clientside * default arm entitymanager maxtransmitters unsubscribe methods * twowayLEVER * _ * componentreference struct * yaml run leverDefinitelyNotCopiedFromGirderNoNoNo dies today :( * nullable * no divide by 0 * making sloth happy * space gone - happy? * final fix * yes * adds item to lathe * conveyor item -> conveyor assembly * technology * reviews ADRESSED * Update Content.Shared/GameObjects/Verbs/VerbUtility.cs Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
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@@ -1,13 +1,12 @@
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#nullable enable
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Interactable;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.Components.MachineLinking;
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using Content.Server.GameObjects.Components.Power.ApcNetComponents;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components.Conveyor;
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using Content.Shared.GameObjects.Components.Interactable;
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using Content.Shared.GameObjects.Components.MachineLinking;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Shared.Physics;
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using Content.Shared.Utility;
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@@ -17,7 +16,6 @@ using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.GameObjects.Components.Map;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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@@ -26,16 +24,14 @@ using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Conveyor
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{
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[RegisterComponent]
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public class ConveyorComponent : Component, IInteractUsing
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public class ConveyorComponent : Component, ISignalReceiver<TwoWayLeverSignal>, ISignalReceiver<bool>
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{
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[Dependency] private readonly IEntityManager _entityManager = default!;
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public override string Name => "Conveyor";
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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]
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[ViewVariables(VVAccess.ReadWrite)]
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private Angle _angle;
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/// <summary>
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@@ -66,8 +62,6 @@ namespace Content.Server.GameObjects.Components.Conveyor
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}
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}
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private ConveyorGroup? _group = new ConveyorGroup();
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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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@@ -142,7 +136,7 @@ namespace Content.Server.GameObjects.Components.Conveyor
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return;
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}
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var intersecting = _entityManager.GetEntitiesIntersecting(Owner, true);
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var intersecting = Owner.EntityManager.GetEntitiesIntersecting(Owner, true);
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var direction = GetAngle().ToVec();
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foreach (var entity in intersecting)
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@@ -155,107 +149,33 @@ namespace Content.Server.GameObjects.Components.Conveyor
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if (entity.TryGetComponent(out IPhysicsComponent? physics))
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{
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var controller = physics.EnsureController<ConveyedController>();
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controller.Move(direction, _speed);
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controller.Move(direction, _speed, entity.Transform.WorldPosition - Owner.Transform.WorldPosition);
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}
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}
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}
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private async Task<bool> ToolUsed(IEntity user, ToolComponent tool)
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{
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if (!Owner.HasComponent<ItemComponent>() &&
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await tool.UseTool(user, Owner, 0.5f, ToolQuality.Prying))
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{
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State = ConveyorState.Loose;
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Owner.AddComponent<ItemComponent>();
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_group?.RemoveConveyor(this);
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Owner.RandomOffset(0.2f);
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return true;
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}
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return false;
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}
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public void Sync(ConveyorGroup group)
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{
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_group = group;
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if (State == ConveyorState.Loose)
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{
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return;
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}
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State = group.State == ConveyorState.Loose
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? ConveyorState.Off
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: group.State;
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}
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/// <summary>
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/// Disconnects this conveyor from any switch.
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/// </summary>
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private void Disconnect()
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{
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_group?.RemoveConveyor(this);
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_group = null;
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State = ConveyorState.Off;
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataReadWriteFunction(
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"switches",
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new List<EntityUid>(),
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ids =>
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{
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if (ids == null)
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{
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return;
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}
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foreach (var id in ids)
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{
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if (!Owner.EntityManager.TryGetEntity(id, out var @switch))
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{
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continue;
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}
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if (!@switch.TryGetComponent(out ConveyorSwitchComponent? component))
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{
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continue;
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}
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component.Connect(this);
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}
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},
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() => _group?.Switches.Select(@switch => @switch.Owner.Uid).ToList());
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serializer.DataField(ref _angle, "angle", 0);
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serializer.DataField(ref _speed, "speed", 2);
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}
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public override void OnRemove()
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public void TriggerSignal(TwoWayLeverSignal signal)
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{
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base.OnRemove();
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Disconnect();
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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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async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
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public void TriggerSignal(bool signal)
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{
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if (eventArgs.Using.TryGetComponent(out ConveyorSwitchComponent? conveyorSwitch))
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{
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conveyorSwitch.Connect(this, eventArgs.User);
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return true;
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}
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if (eventArgs.Using.TryGetComponent(out ToolComponent? tool))
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{
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return await ToolUsed(eventArgs.User, tool);
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}
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return false;
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State = signal ? ConveyorState.Forward : ConveyorState.Off;
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}
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}
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}
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