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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@@ -17,78 +17,4 @@ namespace Content.Server.GameObjects.EntitySystems
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}
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}
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}
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public class ConveyorGroup
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{
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private readonly HashSet<ConveyorComponent> _conveyors;
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private readonly HashSet<ConveyorSwitchComponent> _switches;
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public ConveyorGroup()
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{
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_conveyors = new HashSet<ConveyorComponent>(0);
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_switches = new HashSet<ConveyorSwitchComponent>(0);
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State = ConveyorState.Off;
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}
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public IReadOnlyCollection<ConveyorComponent> Conveyors => _conveyors;
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public IReadOnlyCollection<ConveyorSwitchComponent> Switches => _switches;
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public ConveyorState State { get; private set; }
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public void AddConveyor(ConveyorComponent conveyor)
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{
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_conveyors.Add(conveyor);
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conveyor.Sync(this);
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}
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public void RemoveConveyor(ConveyorComponent conveyor)
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{
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_conveyors.Remove(conveyor);
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}
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public void AddSwitch(ConveyorSwitchComponent conveyorSwitch)
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{
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_switches.Add(conveyorSwitch);
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if (_switches.Count == 1)
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{
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SetState(conveyorSwitch);
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}
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conveyorSwitch.Sync(this);
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}
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public void RemoveSwitch(ConveyorSwitchComponent conveyorSwitch)
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{
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_switches.Remove(conveyorSwitch);
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}
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public void SetState(ConveyorSwitchComponent conveyorSwitch)
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{
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var state = conveyorSwitch.State;
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if (state == ConveyorState.Loose)
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{
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if (_switches.Count > 0)
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{
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return;
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}
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state = ConveyorState.Off;
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}
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State = state;
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foreach (var conveyor in Conveyors)
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{
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conveyor.Sync(this);
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}
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foreach (var connectedSwitch in _switches)
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{
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connectedSwitch.Sync(this);
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}
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}
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}
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}
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