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>
This commit is contained in:
Paul Ritter
2020-11-18 14:53:46 +01:00
committed by GitHub
parent 2cae1ac641
commit 501156f84c
24 changed files with 345 additions and 447 deletions

View File

@@ -1,13 +1,12 @@
#nullable enable
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Interactable;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.MachineLinking;
using Content.Server.GameObjects.Components.Power.ApcNetComponents;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Components.Conveyor;
using Content.Shared.GameObjects.Components.Interactable;
using Content.Shared.GameObjects.Components.MachineLinking;
using Content.Shared.Interfaces.GameObjects.Components;
using Content.Shared.Physics;
using Content.Shared.Utility;
@@ -17,7 +16,6 @@ using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.GameObjects.Components.Map;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Serialization;
@@ -26,16 +24,14 @@ using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Conveyor
{
[RegisterComponent]
public class ConveyorComponent : Component, IInteractUsing
public class ConveyorComponent : Component, ISignalReceiver<TwoWayLeverSignal>, ISignalReceiver<bool>
{
[Dependency] private readonly IEntityManager _entityManager = default!;
public override string Name => "Conveyor";
/// <summary>
/// The angle to move entities by in relation to the owner's rotation.
/// </summary>
[ViewVariables]
[ViewVariables(VVAccess.ReadWrite)]
private Angle _angle;
/// <summary>
@@ -66,8 +62,6 @@ namespace Content.Server.GameObjects.Components.Conveyor
}
}
private ConveyorGroup? _group = new ConveyorGroup();
/// <summary>
/// Calculates the angle in which entities on top of this conveyor
/// belt are pushed in
@@ -142,7 +136,7 @@ namespace Content.Server.GameObjects.Components.Conveyor
return;
}
var intersecting = _entityManager.GetEntitiesIntersecting(Owner, true);
var intersecting = Owner.EntityManager.GetEntitiesIntersecting(Owner, true);
var direction = GetAngle().ToVec();
foreach (var entity in intersecting)
@@ -155,107 +149,33 @@ namespace Content.Server.GameObjects.Components.Conveyor
if (entity.TryGetComponent(out IPhysicsComponent? physics))
{
var controller = physics.EnsureController<ConveyedController>();
controller.Move(direction, _speed);
controller.Move(direction, _speed, entity.Transform.WorldPosition - Owner.Transform.WorldPosition);
}
}
}
private async Task<bool> ToolUsed(IEntity user, ToolComponent tool)
{
if (!Owner.HasComponent<ItemComponent>() &&
await tool.UseTool(user, Owner, 0.5f, ToolQuality.Prying))
{
State = ConveyorState.Loose;
Owner.AddComponent<ItemComponent>();
_group?.RemoveConveyor(this);
Owner.RandomOffset(0.2f);
return true;
}
return false;
}
public void Sync(ConveyorGroup group)
{
_group = group;
if (State == ConveyorState.Loose)
{
return;
}
State = group.State == ConveyorState.Loose
? ConveyorState.Off
: group.State;
}
/// <summary>
/// Disconnects this conveyor from any switch.
/// </summary>
private void Disconnect()
{
_group?.RemoveConveyor(this);
_group = null;
State = ConveyorState.Off;
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataReadWriteFunction(
"switches",
new List<EntityUid>(),
ids =>
{
if (ids == null)
{
return;
}
foreach (var id in ids)
{
if (!Owner.EntityManager.TryGetEntity(id, out var @switch))
{
continue;
}
if (!@switch.TryGetComponent(out ConveyorSwitchComponent? component))
{
continue;
}
component.Connect(this);
}
},
() => _group?.Switches.Select(@switch => @switch.Owner.Uid).ToList());
serializer.DataField(ref _angle, "angle", 0);
serializer.DataField(ref _speed, "speed", 2);
}
public override void OnRemove()
public void TriggerSignal(TwoWayLeverSignal signal)
{
base.OnRemove();
Disconnect();
State = signal switch
{
TwoWayLeverSignal.Left => ConveyorState.Reversed,
TwoWayLeverSignal.Middle => ConveyorState.Off,
TwoWayLeverSignal.Right => ConveyorState.Forward,
_ => ConveyorState.Off
};
}
async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
public void TriggerSignal(bool signal)
{
if (eventArgs.Using.TryGetComponent(out ConveyorSwitchComponent? conveyorSwitch))
{
conveyorSwitch.Connect(this, eventArgs.User);
return true;
}
if (eventArgs.Using.TryGetComponent(out ToolComponent? tool))
{
return await ToolUsed(eventArgs.User, tool);
}
return false;
State = signal ? ConveyorState.Forward : ConveyorState.Off;
}
}
}