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

@@ -16,7 +16,6 @@ namespace Content.Client.GameObjects.Components.Conveyor
private string _stateRunning; private string _stateRunning;
private string _stateStopped; private string _stateStopped;
private string _stateReversed; private string _stateReversed;
private string _stateLoose;
private void ChangeState(AppearanceComponent appearance) private void ChangeState(AppearanceComponent appearance)
{ {
@@ -32,7 +31,6 @@ namespace Content.Client.GameObjects.Components.Conveyor
ConveyorState.Off => _stateStopped, ConveyorState.Off => _stateStopped,
ConveyorState.Forward => _stateRunning, ConveyorState.Forward => _stateRunning,
ConveyorState.Reversed => _stateReversed, ConveyorState.Reversed => _stateReversed,
ConveyorState.Loose => _stateLoose,
_ => throw new ArgumentOutOfRangeException() _ => throw new ArgumentOutOfRangeException()
}; };
@@ -46,7 +44,6 @@ namespace Content.Client.GameObjects.Components.Conveyor
_stateRunning = node.GetNode("state_running").AsString(); _stateRunning = node.GetNode("state_running").AsString();
_stateStopped = node.GetNode("state_stopped").AsString(); _stateStopped = node.GetNode("state_stopped").AsString();
_stateReversed = node.GetNode("state_reversed").AsString(); _stateReversed = node.GetNode("state_reversed").AsString();
_stateLoose = node.GetNode("state_loose").AsString();
} }
public override void InitializeEntity(IEntity entity) public override void InitializeEntity(IEntity entity)

View File

@@ -1,5 +1,6 @@
using System; using System;
using Content.Shared.GameObjects.Components.Conveyor; using Content.Shared.GameObjects.Components.Conveyor;
using Content.Shared.GameObjects.Components.MachineLinking;
using JetBrains.Annotations; using JetBrains.Annotations;
using Robust.Client.GameObjects; using Robust.Client.GameObjects;
using Robust.Client.Interfaces.GameObjects.Components; using Robust.Client.Interfaces.GameObjects.Components;
@@ -11,12 +12,11 @@ using YamlDotNet.RepresentationModel;
namespace Content.Client.GameObjects.Components.Conveyor namespace Content.Client.GameObjects.Components.Conveyor
{ {
[UsedImplicitly] [UsedImplicitly]
public class ConveyorSwitchVisualizer : AppearanceVisualizer public class TwoWayLeverVisualizer : AppearanceVisualizer
{ {
private string _stateForward; private string _stateForward;
private string _stateOff; private string _stateOff;
private string _stateReversed; private string _stateReversed;
private string _stateLoose;
private void ChangeState(AppearanceComponent appearance) private void ChangeState(AppearanceComponent appearance)
{ {
@@ -25,15 +25,14 @@ namespace Content.Client.GameObjects.Components.Conveyor
return; return;
} }
appearance.TryGetData(ConveyorVisuals.State, out ConveyorState state); appearance.TryGetData(TwoWayLeverVisuals.State, out TwoWayLeverSignal state);
var texture = state switch var texture = state switch
{ {
ConveyorState.Off => _stateOff, TwoWayLeverSignal.Middle => _stateOff,
ConveyorState.Forward => _stateForward, TwoWayLeverSignal.Right => _stateForward,
ConveyorState.Reversed => _stateReversed, TwoWayLeverSignal.Left => _stateReversed,
ConveyorState.Loose => _stateLoose, _ => _stateOff
_ => throw new ArgumentOutOfRangeException()
}; };
sprite.LayerSetState(0, texture); sprite.LayerSetState(0, texture);
@@ -46,7 +45,6 @@ namespace Content.Client.GameObjects.Components.Conveyor
_stateForward = node.GetNode("state_forward").AsString(); _stateForward = node.GetNode("state_forward").AsString();
_stateOff = node.GetNode("state_off").AsString(); _stateOff = node.GetNode("state_off").AsString();
_stateReversed = node.GetNode("state_reversed").AsString(); _stateReversed = node.GetNode("state_reversed").AsString();
_stateLoose = node.GetNode("state_loose").AsString();
} }
public override void InitializeEntity(IEntity entity) public override void InitializeEntity(IEntity entity)

View File

@@ -135,7 +135,6 @@
"DisposalBend", "DisposalBend",
"Recycler", "Recycler",
"Conveyor", "Conveyor",
"ConveyorSwitch",
"Flippable", "Flippable",
"Airtight", "Airtight",
"MovedByPressure", "MovedByPressure",
@@ -211,6 +210,8 @@
"CrematoriumEntityStorage", "CrematoriumEntityStorage",
"RandomArcade", "RandomArcade",
"RandomSpriteState", "RandomSpriteState",
"ConveyorAssembly",
"TwoWayLever"
}; };
} }
} }

View File

@@ -1,13 +1,12 @@
#nullable enable #nullable enable
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks; using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Interactable; using Content.Server.GameObjects.Components.Interactable;
using Content.Server.GameObjects.Components.Items.Storage; using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.MachineLinking;
using Content.Server.GameObjects.Components.Power.ApcNetComponents; using Content.Server.GameObjects.Components.Power.ApcNetComponents;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Components.Conveyor; using Content.Shared.GameObjects.Components.Conveyor;
using Content.Shared.GameObjects.Components.Interactable; using Content.Shared.GameObjects.Components.Interactable;
using Content.Shared.GameObjects.Components.MachineLinking;
using Content.Shared.Interfaces.GameObjects.Components; using Content.Shared.Interfaces.GameObjects.Components;
using Content.Shared.Physics; using Content.Shared.Physics;
using Content.Shared.Utility; using Content.Shared.Utility;
@@ -17,7 +16,6 @@ using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components; using Robust.Shared.GameObjects.Components;
using Robust.Shared.GameObjects.Components.Map; using Robust.Shared.GameObjects.Components.Map;
using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.IoC; using Robust.Shared.IoC;
using Robust.Shared.Maths; using Robust.Shared.Maths;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
@@ -26,16 +24,14 @@ using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Conveyor namespace Content.Server.GameObjects.Components.Conveyor
{ {
[RegisterComponent] [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"; public override string Name => "Conveyor";
/// <summary> /// <summary>
/// The angle to move entities by in relation to the owner's rotation. /// The angle to move entities by in relation to the owner's rotation.
/// </summary> /// </summary>
[ViewVariables] [ViewVariables(VVAccess.ReadWrite)]
private Angle _angle; private Angle _angle;
/// <summary> /// <summary>
@@ -66,8 +62,6 @@ namespace Content.Server.GameObjects.Components.Conveyor
} }
} }
private ConveyorGroup? _group = new ConveyorGroup();
/// <summary> /// <summary>
/// Calculates the angle in which entities on top of this conveyor /// Calculates the angle in which entities on top of this conveyor
/// belt are pushed in /// belt are pushed in
@@ -142,7 +136,7 @@ namespace Content.Server.GameObjects.Components.Conveyor
return; return;
} }
var intersecting = _entityManager.GetEntitiesIntersecting(Owner, true); var intersecting = Owner.EntityManager.GetEntitiesIntersecting(Owner, true);
var direction = GetAngle().ToVec(); var direction = GetAngle().ToVec();
foreach (var entity in intersecting) foreach (var entity in intersecting)
@@ -155,107 +149,33 @@ namespace Content.Server.GameObjects.Components.Conveyor
if (entity.TryGetComponent(out IPhysicsComponent? physics)) if (entity.TryGetComponent(out IPhysicsComponent? physics))
{ {
var controller = physics.EnsureController<ConveyedController>(); 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) public override void ExposeData(ObjectSerializer serializer)
{ {
base.ExposeData(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 _angle, "angle", 0);
serializer.DataField(ref _speed, "speed", 2); serializer.DataField(ref _speed, "speed", 2);
} }
public override void OnRemove() public void TriggerSignal(TwoWayLeverSignal signal)
{ {
base.OnRemove(); State = signal switch
Disconnect(); {
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)) State = signal ? ConveyorState.Forward : ConveyorState.Off;
{
conveyorSwitch.Connect(this, eventArgs.User);
return true;
}
if (eventArgs.Using.TryGetComponent(out ToolComponent? tool))
{
return await ToolUsed(eventArgs.User, tool);
}
return false;
} }
} }
} }

View File

@@ -0,0 +1,13 @@
using Robust.Shared.GameObjects;
namespace Content.Server.GameObjects.Components.Conveyor
{
/// <summary>
/// Dummy component for construction graph
/// </summary>
[RegisterComponent]
public class ConveyorAssemblyComponent : Component
{
public override string Name => "ConveyorAssembly";
}
}

View File

@@ -1,219 +0,0 @@
#nullable enable
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Components.Conveyor;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Conveyor
{
[RegisterComponent]
public class ConveyorSwitchComponent : Component, IInteractHand, IInteractUsing, IActivate
{
public override string Name => "ConveyorSwitch";
private ConveyorState _state;
/// <summary>
/// The current state of this switch
/// </summary>
[ViewVariables]
public ConveyorState State
{
get => _state;
private set
{
_state = value;
if (Owner.TryGetComponent(out AppearanceComponent? appearance))
{
appearance.SetData(ConveyorVisuals.State, value);
}
}
}
private ConveyorGroup? _group;
public void Sync(ConveyorGroup group)
{
_group = group;
if (State == ConveyorState.Loose)
{
return;
}
State = group.State == ConveyorState.Loose
? ConveyorState.Off
: group.State;
}
/// <summary>
/// Disconnects this switch from any conveyors and other switches.
/// </summary>
private void Disconnect()
{
_group?.RemoveSwitch(this);
_group = null;
State = ConveyorState.Off;
}
/// <summary>
/// Connects a conveyor to this switch.
/// </summary>
/// <param name="conveyor">The conveyor to be connected.</param>
/// <param name="user">The user doing the connecting, if any.</param>
public void Connect(ConveyorComponent conveyor, IEntity? user = null)
{
if (_group == null)
{
_group = new ConveyorGroup();
_group.AddSwitch(this);
}
_group.AddConveyor(conveyor);
user?.PopupMessage(Loc.GetString("Conveyor linked."));
}
/// <summary>
/// Cycles this conveyor switch to its next valid state
/// </summary>
/// <returns>
/// true if the switch can be operated and the state could be cycled,
/// false otherwise
/// </returns>
private bool NextState()
{
State = State switch
{
ConveyorState.Off => ConveyorState.Forward,
ConveyorState.Forward => ConveyorState.Reversed,
ConveyorState.Reversed => ConveyorState.Off,
ConveyorState.Loose => ConveyorState.Off,
_ => throw new ArgumentOutOfRangeException()
};
_group?.SetState(this);
return true;
}
/// <summary>
/// Moves this switch to the group of another.
/// </summary>
/// <param name="other">The conveyor switch to synchronize with.</param>
/// <param name="user">The user doing the syncing, if any.</param>
private void SyncWith(ConveyorSwitchComponent other, IEntity? user = null)
{
other._group?.AddSwitch(this);
if (user == null)
{
return;
}
Owner.PopupMessage(user, Loc.GetString("Switches synchronized."));
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataReadWriteFunction(
"conveyors",
new List<EntityUid>(),
ids =>
{
if (ids == null)
{
return;
}
foreach (var id in ids)
{
if (!Owner.EntityManager.TryGetEntity(id, out var conveyor))
{
continue;
}
if (!conveyor.TryGetComponent(out ConveyorComponent? component))
{
continue;
}
Connect(component);
}
},
() => _group?.Conveyors.Select(conveyor => conveyor.Owner.Uid).ToList());
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.SyncWith(this);
}
},
() => _group?.Switches.Select(@switch => @switch.Owner.Uid).ToList());
}
public override void OnRemove()
{
base.OnRemove();
Disconnect();
}
bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
{
return NextState();
}
async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
{
if (eventArgs.Using.TryGetComponent(out ConveyorComponent? conveyor))
{
Connect(conveyor, eventArgs.User);
return true;
}
if (eventArgs.Using.TryGetComponent(out ConveyorSwitchComponent? otherSwitch))
{
SyncWith(otherSwitch, eventArgs.User);
return true;
}
return true;
}
void IActivate.Activate(ActivateEventArgs eventArgs)
{
NextState();
}
}
}

View File

@@ -30,11 +30,15 @@ namespace Content.Server.GameObjects.Components.MachineLinking
return; return;
} }
if (transmitter.TransmitSignal(user, new ToggleSignal())) if (transmitter.TransmitSignal(new ToggleSignal()))
{ {
// Since the button doesn't have an animation, I'm going to use a popup message // Since the button doesn't have an animation, I'm going to use a popup message
Owner.PopupMessage(user, Loc.GetString("Click.")); Owner.PopupMessage(user, Loc.GetString("Click."));
} }
else
{
Owner.PopupMessage(user, Loc.GetString("No receivers connected."));
}
} }
} }

View File

@@ -7,8 +7,11 @@ using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map; using Robust.Shared.Interfaces.Map;
using Robust.Shared.Interfaces.Serialization;
using Robust.Shared.IoC; using Robust.Shared.IoC;
using Robust.Shared.Localization; using Robust.Shared.Localization;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
namespace Content.Server.GameObjects.Components.MachineLinking namespace Content.Server.GameObjects.Components.MachineLinking
{ {
@@ -19,6 +22,8 @@ namespace Content.Server.GameObjects.Components.MachineLinking
private List<SignalTransmitterComponent> _transmitters; private List<SignalTransmitterComponent> _transmitters;
private int? _maxTransmitters = default;
public override void Initialize() public override void Initialize()
{ {
base.Initialize(); base.Initialize();
@@ -26,6 +31,11 @@ namespace Content.Server.GameObjects.Components.MachineLinking
_transmitters = new List<SignalTransmitterComponent>(); _transmitters = new List<SignalTransmitterComponent>();
} }
public override void ExposeData(ObjectSerializer serializer)
{
serializer.DataField(this, x=> x._maxTransmitters, "maxTransmitters", null);
}
public void DistributeSignal<T>(T state) public void DistributeSignal<T>(T state)
{ {
foreach (var comp in Owner.GetAllComponents<ISignalReceiver<T>>()) foreach (var comp in Owner.GetAllComponents<ISignalReceiver<T>>())
@@ -34,15 +44,18 @@ namespace Content.Server.GameObjects.Components.MachineLinking
} }
} }
public void Subscribe(SignalTransmitterComponent transmitter) public bool Subscribe(SignalTransmitterComponent transmitter)
{ {
if (_transmitters.Contains(transmitter)) if (_transmitters.Contains(transmitter))
{ {
return; return true;
} }
if (_transmitters.Count >= _maxTransmitters) return false;
transmitter.Subscribe(this); transmitter.Subscribe(this);
_transmitters.Add(transmitter); _transmitters.Add(transmitter);
return true;
} }
public void Unsubscribe(SignalTransmitterComponent transmitter) public void Unsubscribe(SignalTransmitterComponent transmitter)
@@ -51,6 +64,20 @@ namespace Content.Server.GameObjects.Components.MachineLinking
_transmitters.Remove(transmitter); _transmitters.Remove(transmitter);
} }
public void UnsubscribeAll()
{
for (var i = _transmitters.Count-1; i >= 0; i--)
{
var transmitter = _transmitters[i];
if (transmitter.Deleted)
{
continue;
}
transmitter.Unsubscribe(this);
}
}
/// <summary> /// <summary>
/// Subscribes/Unsubscribes a transmitter to this component. Returns whether it was successful. /// Subscribes/Unsubscribes a transmitter to this component. Returns whether it was successful.
/// </summary> /// </summary>
@@ -78,7 +105,11 @@ namespace Content.Server.GameObjects.Components.MachineLinking
return false; return false;
} }
Subscribe(transmitter); if (!Subscribe(transmitter))
{
Owner.PopupMessage(user, Loc.GetString("Max Transmitters reached!"));
return false;
}
Owner.PopupMessage(user, Loc.GetString("Linked!")); Owner.PopupMessage(user, Loc.GetString("Linked!"));
return true; return true;
} }
@@ -101,15 +132,8 @@ namespace Content.Server.GameObjects.Components.MachineLinking
{ {
base.Shutdown(); base.Shutdown();
foreach (var transmitter in _transmitters) UnsubscribeAll();
{
if (transmitter.Deleted)
{
continue;
}
transmitter.Unsubscribe(this);
}
_transmitters.Clear(); _transmitters.Clear();
} }
} }

View File

@@ -1,5 +1,6 @@
using Content.Shared.GameObjects.EntitySystems; using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Verbs; using Content.Shared.GameObjects.Verbs;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components; using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects; using Robust.Server.GameObjects;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
@@ -52,7 +53,10 @@ namespace Content.Server.GameObjects.Components.MachineLinking
return; return;
} }
transmitter.TransmitSignal(user, _on); if (!transmitter.TransmitSignal(_on))
{
Owner.PopupMessage(user, Loc.GetString("No receivers connected."));
}
} }
private void UpdateSprite() private void UpdateSprite()

View File

@@ -10,6 +10,7 @@ using Robust.Shared.Interfaces.Map;
using Robust.Shared.IoC; using Robust.Shared.IoC;
using Robust.Shared.Localization; using Robust.Shared.Localization;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables; using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.MachineLinking namespace Content.Server.GameObjects.Components.MachineLinking
@@ -87,11 +88,10 @@ namespace Content.Server.GameObjects.Components.MachineLinking
} }
} }
public bool TransmitSignal<T>(IEntity user, T signal) public bool TransmitSignal<T>(T signal)
{ {
if (_receivers.Count == 0) if (_receivers.Count == 0)
{ {
Owner.PopupMessage(user, Loc.GetString("No receivers connected."));
return false; return false;
} }
@@ -150,8 +150,9 @@ namespace Content.Server.GameObjects.Components.MachineLinking
{ {
base.Shutdown(); base.Shutdown();
foreach (var receiver in _receivers) for (var i = _receivers.Count-1; i >= 0; i++)
{ {
var receiver = _receivers[i];
if (receiver.Deleted) if (receiver.Deleted)
{ {
continue; continue;
@@ -159,6 +160,7 @@ namespace Content.Server.GameObjects.Components.MachineLinking
receiver.Unsubscribe(this); receiver.Unsubscribe(this);
} }
_receivers.Clear(); _receivers.Clear();
} }
} }

View File

@@ -0,0 +1,68 @@
#nullable enable
using System;
using Content.Server.GameObjects.Components.MachineLinking.Signals;
using Content.Shared.GameObjects.Components.Conveyor;
using Content.Shared.GameObjects.Components.MachineLinking;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Localization;
namespace Content.Server.GameObjects.Components.MachineLinking
{
[RegisterComponent]
[ComponentReference(typeof(IActivate))]
public class SignalTwoWayLeverComponent : SignalTransmitterComponent, IInteractHand, IActivate
{
public override string Name => "TwoWayLever";
private TwoWayLeverSignal _state = TwoWayLeverSignal.Middle;
private bool _nextForward = true;
public TwoWayLeverSignal State
{
get => _state;
private set
{
_state = value;
if (Owner.TryGetComponent(out AppearanceComponent? appearance))
{
appearance.SetData(TwoWayLeverVisuals.State, value);
}
}
}
private void NextState(IEntity user)
{
State = State switch
{
TwoWayLeverSignal.Left => TwoWayLeverSignal.Middle,
TwoWayLeverSignal.Middle => _nextForward ? TwoWayLeverSignal.Right : TwoWayLeverSignal.Left,
TwoWayLeverSignal.Right => TwoWayLeverSignal.Middle,
_ => TwoWayLeverSignal.Middle
};
if (State == TwoWayLeverSignal.Left || State == TwoWayLeverSignal.Right) _nextForward = !_nextForward;
if (!TransmitSignal(State))
{
Owner.PopupMessage(user, Loc.GetString("No receivers connected."));
}
}
bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
{
NextState(eventArgs.User);
return true;
}
void IActivate.Activate(ActivateEventArgs eventArgs)
{
NextState(eventArgs.User);
}
}
}

View File

@@ -173,7 +173,7 @@ namespace Content.Server.GameObjects.Components.Recycling
if (entity.TryGetComponent(out IPhysicsComponent physics)) if (entity.TryGetComponent(out IPhysicsComponent physics))
{ {
var controller = physics.EnsureController<ConveyedController>(); var controller = physics.EnsureController<ConveyedController>();
controller.Move(direction, frameTime); controller.Move(direction, frameTime, entity.Transform.WorldPosition - Owner.Transform.WorldPosition);
} }
} }
} }

View File

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

View File

@@ -12,9 +12,8 @@ namespace Content.Shared.GameObjects.Components.Conveyor
[Serializable, NetSerializable] [Serializable, NetSerializable]
public enum ConveyorState public enum ConveyorState
{ {
Off = 0, Off,
Forward, Forward,
Reversed, Reversed
Loose
} }
} }

View File

@@ -0,0 +1,19 @@
using System;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.MachineLinking
{
[Serializable, NetSerializable]
public enum TwoWayLeverVisuals : byte
{
State
}
[Serializable, NetSerializable]
public enum TwoWayLeverSignal : byte
{
Middle,
Left,
Right
}
}

View File

@@ -1,8 +1,11 @@
#nullable enable #nullable enable
using Content.Shared.GameObjects.Components.Movement; using Content.Shared.GameObjects.Components.Movement;
using Robust.Shared.GameObjects.Components; using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.IoC;
using Robust.Shared.Maths; using Robust.Shared.Maths;
using Robust.Shared.Physics; using Robust.Shared.Physics;
using Robust.Shared.Random;
namespace Content.Shared.Physics namespace Content.Shared.Physics
{ {
@@ -10,7 +13,7 @@ namespace Content.Shared.Physics
{ {
public override IPhysicsComponent? ControlledComponent { protected get; set; } public override IPhysicsComponent? ControlledComponent { protected get; set; }
public void Move(Vector2 velocityDirection, float speed) public void Move(Vector2 velocityDirection, float speed, Vector2 itemRelativeToConveyor)
{ {
if (ControlledComponent?.Owner.IsWeightless() ?? false) if (ControlledComponent?.Owner.IsWeightless() ?? false)
{ {
@@ -23,6 +26,33 @@ namespace Content.Shared.Physics
} }
LinearVelocity = velocityDirection * speed; LinearVelocity = velocityDirection * speed;
//gravitating item towards center
//http://csharphelper.com/blog/2016/09/find-the-shortest-distance-between-a-point-and-a-line-segment-in-c/
Vector2 centerPoint;
var t = 0f;
if (velocityDirection.Length > 0) //if velocitydirection is 0, this calculation will divide by 0
{
t = Vector2.Dot(itemRelativeToConveyor, velocityDirection) /
Vector2.Dot(velocityDirection, velocityDirection);
}
if (t < 0)
{
centerPoint = new Vector2();
}
else if(t > 1)
{
centerPoint = velocityDirection;
}
else
{
centerPoint = velocityDirection * t;
}
var delta = centerPoint - itemRelativeToConveyor;
LinearVelocity += delta * (4 * delta.Length);
} }
public override void UpdateAfterProcessing() public override void UpdateAfterProcessing()

View File

@@ -1388,15 +1388,12 @@ entities:
type: Robust.Server.GameObjects.Components.Container.Container type: Robust.Server.GameObjects.Components.Container.Container
type: ContainerContainer type: ContainerContainer
- uid: 163 - uid: 163
type: ConveyorSwitch type: TwoWayLever
components: components:
- parent: 855 - parent: 855
pos: -23.467268,-14.347846 pos: -23.467268,-14.347846
rot: 3.141592653589793 rad rot: 3.141592653589793 rad
type: Transform type: Transform
- conveyors: []
switches: []
type: ConveyorSwitch
- uid: 164 - uid: 164
type: DisposalJunctionFlipped type: DisposalJunctionFlipped
components: components:

View File

@@ -0,0 +1,10 @@
- type: latheRecipe
id: ConveyorAssembly
icon:
sprite: Constructible/Power/conveyor.rsi
state: conveyor_loose
result: ConveyorBeltAssembly
completetime: 1000
materials:
steel: 1000
glass: 50

View File

@@ -42,6 +42,8 @@
requiredPoints: 1000 requiredPoints: 1000
requiredTechnologies: requiredTechnologies:
- BasicResearch - BasicResearch
unlockedRecipes:
- ConveyorAssembly
- type: technology - type: technology
name: material sheet printing name: material sheet printing

View File

@@ -102,6 +102,7 @@
- CableStack - CableStack
- Crowbar - Crowbar
- Multitool - Multitool
- ConveyorAssembly
- type: UserInterface - type: UserInterface
interfaces: interfaces:
- key: enum.LatheUiKey.Key - key: enum.LatheUiKey.Key

View File

@@ -0,0 +1,57 @@
- type: constructionGraph
id: ConveyorGraph
start: start
graph:
- node: start
edges:
- to: entity
steps:
- component: ConveyorAssembly
icon:
sprite: Constructible/Power/conveyor.rsi
state: conveyor_loose
name: conveyor belt assembly
doAfter: 2
- node: item
entity: ConveyorBeltAssembly
actions:
- !type:SetAnchor
value: false
- node: entity
entity: ConveyorBelt
actions:
- !type:SetAnchor
value: true
- !type:SnapToGrid
offset: Center
edges:
- to: item
steps:
- tool: Prying
doAfter: 3
- type: constructionGraph
id: leverGraph
start: start
graph:
- node: start
actions:
- !type:SpawnPrototype
prototype: SteelSheet1
amount: 2
- !type:DeleteEntity {}
edges:
- to: lever
completed:
- !type:SnapToGrid {}
steps:
- material: Metal
amount: 2
doAfter: 1
- node: lever
entity: TwoWayLever
edges:
- to: start
steps:
- tool: Anchoring
doAfter: 1

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@@ -0,0 +1,26 @@
- type: construction
name: conveyor belt
id: conveyorbelt
graph: ConveyorGraph
startNode: start
targetNode: entity
category: Structures
description: A conveyor belt, commonly used to transport large numbers of items elsewhere quite quickly.
objectType: Structure
placementMode: SnapgridCenter
icon:
sprite: Constructible/Power/conveyor.rsi
state: conveyor_stopped_cw
- type: construction
name: two-way lever
id: twowaylever
graph: leverGraph
startNode: start
targetNode: lever
category: Structures
description: A lever to control machines. It has 3 modes.
objectType: Structure
icon:
sprite: Constructible/Power/conveyor.rsi
state: switch-off

View File

@@ -25,7 +25,8 @@
sprite: Constructible/Power/conveyor.rsi sprite: Constructible/Power/conveyor.rsi
state: conveyor_started_cw state: conveyor_started_cw
drawdepth: FloorObjects drawdepth: FloorObjects
- type: SignalReceiver
maxTransmitters: 1
- type: Conveyor - type: Conveyor
- type: Appearance - type: Appearance
visuals: visuals:
@@ -33,26 +34,23 @@
state_running: conveyor_started_cw state_running: conveyor_started_cw
state_stopped: conveyor_stopped_cw state_stopped: conveyor_stopped_cw
state_reversed: conveyor_started_cw_r state_reversed: conveyor_started_cw_r
state_loose: conveyor_loose
- type: PowerReceiver - type: PowerReceiver
- type: Construction
graph: ConveyorGraph
node: entity
- type: entity - type: entity
id: ConveyorSwitch id: ConveyorBeltAssembly
name: conveyor switch parent: BaseItem
description: A conveyor control switch. name: conveyor belt
suffix: assembly
description: A conveyor belt assembly. Used to construct a conveyor belt.
components: components:
- type: Clickable - type: Sprite
- type: InteractionOutline netsync: false
- type: Sprite sprite: Constructible/Power/conveyor.rsi
netsync: false state: conveyor_loose
sprite: Constructible/Power/conveyor.rsi - type: ConveyorAssembly
state: switch-off - type: Construction
graph: ConveyorGraph
- type: ConveyorSwitch node: item
- type: Appearance
visuals:
- type: ConveyorSwitchVisualizer
state_forward: switch-fwd
state_off: switch-off
state_reversed: switch-rev
state_loose: switch

View File

@@ -0,0 +1,21 @@
- type: entity
id: TwoWayLever
name: two way switch
description: A two way switch.
components:
- type: Clickable
- type: InteractionOutline
- type: Sprite
netsync: false
sprite: Constructible/Power/conveyor.rsi
state: switch-off
- type: TwoWayLever
- type: Appearance
visuals:
- type: TwoWayLeverVisualizer
state_forward: switch-fwd
state_off: switch-off
state_reversed: switch-rev
- type: Construction
graph: leverGraph
node: lever